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/vr/ - Retro Games


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1215431 No.1215431[DELETED]  [Reply] [Original]

DOOM THREAD

Last thread >>1206773

Discuss WADs, stories, projects, ask for recommendations, suggest ideas, etc; don't be shy, we're here to help! We have many projects going, and if you want to share your maps or join in whatever thing you may want feel free to do it

If you know about some projects we don't, don't even hesitate to share 'em with us!

======WEBSITE (WITH TONS OF COOL DOOM STUFF, BE SURE TO CHECK THIS SHEIT) ======
http://vrdoom.weebly.com/

FAQ/Pastebin, still updated semi-frequently
http://pastebin.com/AfQkPem3

=====NEWS======

-We're three weeks away from the biggest event of the year - The Cacowards! Who are your nominees? Share 'em with us!

-Samsara is getting bigger, madder and better. If I were you, I would keep track on future news.

-Bethesda, for once, is doing something right; go check the Doom-related stuff in their store http://store.bethsoft.com/brands/doom.html

-3 months ago a Doom tournament took place at Quakecon and these were the finals (Jkist3 VS DevastatioN). YOU DON'T WANT TO MISS THIS SHIT! WORLD CLASS DOOMING! http://youtu.be/hcSj0lk-vEo

-OBLIGE v5.10 (WIP) here http://oblige.sourceforge.net/forum/index.php?topic=289 Go wild.

-Latest ZDL (v3.2.2.2) - If you ever have problems running multiple wads at once, use this.
http://www.mediafire.com/?eq4zyb6k8c0o6nc

Vanilla/Boom related projects can be found here http://www.doomworld.com/vb/wads-mods/
ZDoom mods/projects can be found here http://forum.zdoom.org/viewforum.php?f=19

Best Single Player WADS of 2013 (so far - needs update) - If you want pure vanilla maps go check this list!
http://i.imgur.com/yeSiyQo.jpg
http://pastebin.com/XSVn3zzJ

===COMMUNITY===
##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS

Steam Group:
http://steamcommunity.com/groups/vrDOOM

IRC channel: irc.zandronum.com, channel #vr
The password is in the FAQ.

>> No.1215436
File: 2 KB, 188x252, secretaryimp.png [View same] [iqdb] [saucenao] [google]
1215436

>>1214842

>> No.1215440

>>1215436
ah yes, mr AAHHGHHHHGRRRRAHHHHHHAHHAHAAAAH will see you now...

>> No.1215441

Second for OH MY

>> No.1215445

Weapon tutorial: http://www.doomworld.com/gbd2/weapons/tutorials/gun1.htm

>> No.1215451

Quoting this >>1215421 post since it seemed quite interesting to me

>http://www.doomworld.com/idgames/?id=17391
Read the description.

>> No.1215452

>>1215436

Looks like Galo Sengen.

>> No.1215493
File: 101 KB, 700x2000, armed and deadly.png [View same] [iqdb] [saucenao] [google]
1215493

I have a present for you, /vr/.

>> No.1215497
File: 65 KB, 418x321, 1376550443305.jpg [View same] [iqdb] [saucenao] [google]
1215497

Loadsa updates since last time.

>Fixed being unable to kick corpses
>Slightly overhauled the way the player can kick/explode smaller corpses
>Added a bit of variance with the Rifle's muzzle flashes
>Revised the Rifle's firing sound to be a little more percussive
>Commandos tweaked to be a little less irritating to the ear
>Muzzle lighting effects tweaked for some variance
>Fixed potential glitch with meatshields where the second shot goes back to the rifle animation
>Fixed Lost Souls lacking a death sound
>Fixed Imp fireballs not making an impact sound when hitting the player
>Fixed accidentally killing Captured Marines when punching/kicking them with Berserk
>Buffed Plasma Gun secondary's damage
>Reduced Plasma Gun secondary's ammo cost to 10
>Added De-charge feature to Plasma Gun
>Tweaked the way the Minigun alerts enemies
>Arachnotron XDeath explosions have a muffled boom instead of silence
>Cell and Cell Pack pickup sounds have been differentiated a bit
>Removed self damage when kicking severed heads around

More info in the change log.
http://www.mediafire.com/download/v6qbb8b92albugj/Brutal%20Doom%20v19%20SE.zip

Also, here's a pack of addons for SE. Things like alternate sprites and sounds and shit:
http://www.mediafire.com/download/wwygwbbua4mr3rl/BDSE%20Addons.zip

>> No.1215505
File: 46 KB, 500x394, 1376030034237.jpg [View same] [iqdb] [saucenao] [google]
1215505

>>1215493
>Dat imp and zombie

>> No.1215507

>>1215493
>imp girl
>zombiewoman

mah dick

>> No.1215530
File: 137 KB, 550x600, feelsbadmetroid.png [View same] [iqdb] [saucenao] [google]
1215530

>>1215493
>you will never be fawned over by cute demons and zombies

>> No.1215537
File: 6 KB, 321x281, doomguy killing demons while shirtless.png [View same] [iqdb] [saucenao] [google]
1215537

>>1215436

>> No.1215549

What's the best source port for playing Doom on a PSP?

>> No.1215546
File: 10 KB, 411x216, 781166-doom64_cacodemon.jpg [View same] [iqdb] [saucenao] [google]
1215546

>>1215493
The tables have turned.

>> No.1215552
File: 6 KB, 251x209, 1313381310212.jpg [View same] [iqdb] [saucenao] [google]
1215552

Does anybody listen to a radio or whatever while they doom map?

I want to do it but I need something else stimulating me if I'm just drawing rooms.

>> No.1215557

You know I really liked the doom 64 TC.

Especially the later maps that were set in the big endless voids with the fog n' shit.

>> No.1215567

>>1215552
>Does anybody listen to a radio or whatever while they doom map?
I remember my biology teacher teaching me that if I hear pleasant music on the ear whose side is the opposite of my preferred hand (eg: if I'm right-handed, then I should hear the music on my left ear), I'd do things better.

I tried it and I'm not sure if it's real or if it was a placebo effect.

>> No.1215563

>>1215557
64 was really good.

>> No.1215570

>>1215563
Some people just really hate the TC though, I cant really see why.
It's different and all but are the PSX and 64 versions actually different from eachother?

The music seems the same, the white noise and 2spooky sounds and all that.

>> No.1215576

>>1215570
PS1 Doom is the original Doom games but with the new sounds effects/music. Doom 64 isa brand new game, with a new weapon, new sprites/art, sounds/music, and 30+ new levels.

>> No.1215581

>>1215576
Ah right now I get it.

Well I liked the 64TC, felt like a change of pace but still keeping to dooms roots.

>> No.1215592
File: 28 KB, 378x434, mtvdj2p6ye1rxenr3o2_400.jpg [View same] [iqdb] [saucenao] [google]
1215592

>>1215493
>that zombiegirl

>> No.1215596

>>1215576
>with the new sounds effects/music
https://www.youtube.com/watch?v=QoI57YXK2do

>> No.1215603

>>1215596
Who would've thought a game of pingpong could be so frightening.

>> No.1215653

>>1215596
.....i will never unhear this

>> No.1215678

>>1215596
DANNY ONE

>> No.1215684

So...about Office DooM?

>> No.1215690

>>1215678
DADDY ONE?
ANYONE?
DANNY WON?

>> No.1215692

>>1215684
I would like to see it happen, but I don't have any spiriting or much Doom modding knowledge.

Sucks being an ideas guy

>> No.1215706

>>1215684
I have ideas, but no knowledge of how to make it.
Pistol could be a staple gun, melee could be like... a pen that you stab with, shotgun could be shooting a bunch of tacks with a finger slingshot. Not sure where else to go with this.

Also, all explosive barrels are replaced with water coolers.

>> No.1215713
File: 24 KB, 320x200, v's favorite shill.png [View same] [iqdb] [saucenao] [google]
1215713

>>1215706
We PG-13 now?

>> No.1215748
File: 22 KB, 500x378, 1352030762858.gif [View same] [iqdb] [saucenao] [google]
1215748

Is anybody else over fighting icons of sin/cyberdemons/masterminds as bosses?

Nothing against using them but I've been seeing them for over 10 years now and would not mind fighting newer boss type monsters.

>> No.1215753
File: 475 KB, 500x366, Archvile sees DOOMguy.gif [View same] [iqdb] [saucenao] [google]
1215753

>>1215748
Reelism has a handful of decent bosses, but they're not really what you're looking for given the gameplay of the mod.

>> No.1215758
File: 35 KB, 400x640, 1308499444826.jpg [View same] [iqdb] [saucenao] [google]
1215758

>>1215753
Yeah I liked the bosses there but I know what you mean.

Some of the boss monsters from Realm667 are good, Winters Fury had nice bosses as well. Just a changeup from the demonspitter/cyberdemon route.

>> No.1215756

>>1215753
>dat pic
i made woke up my dog

>> No.1215773
File: 43 KB, 500x356, 1332030324038.jpg [View same] [iqdb] [saucenao] [google]
1215773

We have programs to help us make doom things now, but how did the original devs make levels?

I assume it would have been a lot harder, were they typing in coordinates manually?

>> No.1215779

>>1215773
http://doomwiki.org/wiki/Doomed

>> No.1215785

>>1215758
What the hell were the bosses anyways? Those big blue dinosaur alien looking things seem awfully familiar.

>> No.1215795

>>1215785
The bosses in reelism?

From what I can remember, the monster truck, hitler, dog pope, giant begger, the jerk and player 2, but there are more i think

>> No.1215797

>>1215795
Nah, Winter's Fury.

>> No.1215798

>>1215552
I'm usually not all into metal, but Strapping Young Lad fits amazingly well for mapping for some reason. Otherwise some reasonably calm electronic music like boards of canada.

>> No.1215802
File: 291 KB, 640x645, 1356346193320.jpg [View same] [iqdb] [saucenao] [google]
1215802

>>1215779
That was an interesting read, thanks for the link.
It's really amazing how far things have come in this time.

>>1215797
The first two bosses are reskins from duke nukem. They're put in icy blue colors to match the environment. They were originally the alien queen I think, or they may be the drones defending her.

After that there is a cyberdemon in ice colors, then his dismembered hovering top half. Dont know what the latter bosses are as that's as far as I've gotten.

>> No.1215803

>>1215797
The alien queen from duke nukem 3d.

Anyway has anyone here player Painkiller? It had very retro gameplay overall, and the boss fights where *amazing* - except for the last one, which was a shame because the Hell map looked so damn good.

>> No.1215804

>>1215802
Aha, the alien queens from Duke, thought they looked familiar.

>> No.1215805

>>1215803
I've tried some newer "Retro" shooters like Serious Sam and Painkiller, and I just cannot get into them for the life of me. I only ever played SS3 BFE, and I do have Painkiller, have only done one level though.

>> No.1215808

>>1215802
>Dont know what the latter bosses are as that's as far as I've gotten.

Reskinned archvile "diabolist", the Cycloid Emperor from duke nukem 3d, and Korax from Hexen.

>> No.1215809

>>1215805
Man, The Second Encounter (not serious sam 2 lol) is one of the finest fps games I've played. Get the HD version and just enjoy it.

>> No.1215813

>>1215809
I wasn't fond of Before First Encounter because the levels were boring from both an aesthetic and design standpoint, fighting seemingly infinite waves of enemies stopped being fun and became tedious quickly, and the music was awful and unfitting to the game like 75% of the time (the only good music being that metal music that comes on like two or three times in the game).

>> No.1215816

>>1215809
It's also a lot more varied and longer than TFE. Still actually looks pretty decent.

Also, anyone owning both HD versions can play TFE through TSE without needing to download the former separately.

In BFE I'm also in the lower part of the Top 100 of the Deserted survival map on solo, used to be in the 20's

>> No.1215820

>>1215813
The second encounter has much better level design, both aesthetically and gameplay wise. It's more, better, faster in every way. The most brutal fight in that game takes place in this huge cylinder where the gravity always draws you towards it's interior wall, so you have to worry about monsters in every direction.

>> No.1215821
File: 29 KB, 800x384, 1314192872765.jpg [View same] [iqdb] [saucenao] [google]
1215821

>>1215803
>asking doomers if they have played painkiller

I got painkiller, BOOH, overdose and the other two.

only painkiller and BOOH are good, overdose was lame, have not done the other two

Level design in the original painkiller was just straight up fucking kickass. Some were cool to explore in their own right, namely the monastery and hell. I remember walking all around those two levels after i was done with them, just amazing places to see.

Despite his vacuous politics, I'm glad Yahtzee's zero punctuation puts light on what can make a shooter actually fun and shows it to a large audience. Painkiller certainly needed the extra attention.

>> No.1215837

Is this thread strictly DOOM or can we talk about arena shooters like Quake 3(live) as well too

>> No.1215839

>>1215837
any (retro) shooters, my friend

>> No.1215840

>>1215839
good shit man. I think Imma stick around for a bit

>> No.1215849

I wanted to play a lil doom codmw2 wad but i cant find the latest one that works for Zandronum.

Any one know one?

>> No.1215863

Who wrote the story for both of the games? I can't find anything in the credits.

>> No.1215865

>>1215863
Unnamed intern.

>> No.1215869

What are some underrated wads?

>> No.1215879

>>1215869

http://www.doomworld.com/idgames/?id=16101

>> No.1215886
File: 581 KB, 1280x960, Screenshot_Doom_20131122_000336.png [View same] [iqdb] [saucenao] [google]
1215886

>>1215849
For Zandronum there's a few Best-Ever servers that are usually populated with people, look for "RGA2" and it should automatically download the files. It's updated a few times a month though so once in awhile you'll have to redownload some of the files.

>> No.1215890

>>1215869
Neodoom

>> No.1215927

>>1215809
>serious sam 2
I actually tried it again on Serious after it was on Steam sale recently. You know, if you try to not pay attention to what you're killing (witches and bees? Really?) and what you're killing it with (weapons sound and look so weak), it's a really good game. And I find it harder than other Serious Sam games were on this difficulty.

>> No.1216046

>>1215493
Already this is the best thread in a while.

>> No.1216091

>>1215552
http://edenofthewest.com/

>> No.1216191 [DELETED] 
File: 24 KB, 205x207, shunlol.jpg [View same] [iqdb] [saucenao] [google]
1216191

>>1215493
my sides were telefragged

>> No.1216193 [DELETED] 
File: 16 KB, 269x313, DrCoxCryingBitchNigga.jpg [View same] [iqdb] [saucenao] [google]
1216193

>>1215493
>hfw

>> No.1216195
File: 1.90 MB, 220x160, ULTIMATIVE_RAGE.gif [View same] [iqdb] [saucenao] [google]
1216195

>>1215493
>Pain Elemental will never have a strong melee attack and awesome melee sprites

>> No.1216202

>>1215753
Why does his right hand looks like Wolverines claw?

>> No.1216204
File: 257 KB, 1225x819, rightinthebutt.png [View same] [iqdb] [saucenao] [google]
1216204

Ugh. After a little break, the barrage of lethal sewage is back.

http://youtu.be/sYTXgEucmEo

Source WAD: http://www.doomworld.com/idgames/index.php?id=14941

>> No.1216207
File: 465 KB, 1024x765, 9706814354_596831ff2f_b.jpg [View same] [iqdb] [saucenao] [google]
1216207

A Doomworld user recently took a pic of the insides of his Doom Miniature Collection pack thingie...

This is how Bethesda protects such a valuable item

>mfw

>> No.1216209
File: 821 KB, 3264x2448, KfqRdCq.jpg [View same] [iqdb] [saucenao] [google]
1216209

Now compare it to a laser foam cut that a friend of his kindly accepted to create

>> No.1216215

>>1216209
damn those look awesome

>> No.1216216
File: 55 KB, 585x332, 585px-Reaperminis.jpg [View same] [iqdb] [saucenao] [google]
1216216

>>1216207
Here's a picture of some other doom minis, just because it's a relevant picture.

>> No.1216223

>>1215493
my sides were telefragged

Nice one, mod

>> No.1216226

>>1216207
>>1216209
The bethesda one is perfectly fine though.

>> No.1216310
File: 209 KB, 1280x1024, Screenshot_Doom_Dark7.png [View same] [iqdb] [saucenao] [google]
1216310

>> No.1216325
File: 250 KB, 1280x1024, Screenshot_Doom_20131122_153537.png [View same] [iqdb] [saucenao] [google]
1216325

What's your favorite train level?

>> No.1216332

>>1216325
Phantom Express.

>> No.1216428

Is it possible to play Hexen on Chocolate Doom?
If yes, is it accurate with DOS Hexen?

>> No.1216432

>>1215809
My thing with Serious Sam games is that every level is just gauntlet to gauntlet with the occasional button put in plain sight.

Really liked TSE though, it varied things up.

>> No.1216439

>>1216325
What are these train levels? i've never heard of them.

>> No.1216443

>>1216439
Phantom Express is the third level of the first episode in Blood.

>> No.1216516

>>1216207
I expected red velvet, but that foam ought to do the job. Still disappointed, though.

>> No.1216526

>>1216195
I've actually been thinking about making those.

>> No.1216536

>>1216432
TSE was really what TFE should have been. It's also the only arena/arcade-y fps with a sniper rifle that wasn't a complete snore-fest or grossly overpowered.

>> No.1216542
File: 20 KB, 567x485, hue.png [View same] [iqdb] [saucenao] [google]
1216542

>zdoom hexen format does not have 3d floor option
>GZdoom Builder is incomplete and has no icons for Hexen things

Teehee this is fun

>> No.1216545

>>1216542
>zdoom hexen format does not have 3d floor option
Yes it does. I'm using them in that mode as we speak.

>> No.1216547

>>1216545

Oh because 3D floor is action 160 and mine stops at 140 even though I've got the latest version of Doombuilder.

>> No.1216556

>>1216547
>Doombuilder.

Get
GZDoombuilder

http://forum.zdoom.org/viewtopic.php?p=613830#p613830

>> No.1216560
File: 454 KB, 872x788, aaasdfdsf.png [View same] [iqdb] [saucenao] [google]
1216560

>>1216547
You need to update some library files. Can't remember how and where, but completely uninstalling and reinstalling should work. Because ordinary doombuilder 2 really should be able to.

>> No.1216561

>>1216556

>Get GZDoombuilder

>>1216542

>GZdoom Builder is incomplete and has no icons for Hexen things

I did use it and was okay with it but adding 'things' is a huge pain in the ass.

>> No.1216575

>>1216428
No. Hexen has a wholly incompatible map format...there is a fork of chocolate doom that's in development which has support for heretic, hexen and strife...check the chocolate doom wiki for info

>> No.1216582
File: 62 KB, 640x480, Screenshot_Doom_20131122_133614.png [View same] [iqdb] [saucenao] [google]
1216582

THIS
FUCKING
WAD

http://www.doomworld.com/idgames/?id=17259

>> No.1216584
File: 87 KB, 600x348, .jpg [View same] [iqdb] [saucenao] [google]
1216584

http://uk.ign.com/articles/2013/11/22/doom-creator-john-carmack-officially-leaves-id-software

>“John Carmack, who has become interested in focusing on things other than game development at id, has resigned from the studio," id's studio director Tim Willits told IGN. "John’s work on id Tech 5 and the technology for the current development work at id is complete, and his departure will not affect any current projects. We are fortunate to have a brilliant group of programmers at id who worked with John and will carry on id’s tradition of making great games with cutting-edge technology. As colleagues of John for many years, we wish him well.”

>Carmack, a co-founder of id, recently joined Oculus as CTO, but remained at id Software in some capacity. "Happy to say [John Carmack] is not leaving id & will continue to provide leadership for our games in development," id publisher Bethesda stated at the time.

>Oculus recently revealed it was close to solving the motion sickness problem with its Rift device, which will achieve 4K resolution sooner than expected. Earlier this year, id president Todd Hollenshead departed id as well.

The final blow has been struck
RIP id

>> No.1216590

>>1216584

The end of an era

>> No.1216616

>>1216584
Rest In RIP

>> No.1216612

>>>/v/219393471
>>>/v/219396228
>>>/v/219382103
>>>/v/219394869
>>>/v/219396636

>> No.1216635
File: 1.28 MB, 2592x1936, CACKY.jpg [View same] [iqdb] [saucenao] [google]
1216635

>>1216207
Why not little plastic slots for each?

Oh well, my littly cacky is still cool.

>> No.1216694
File: 30 KB, 500x500, 158.jpg [View same] [iqdb] [saucenao] [google]
1216694

>>1215798
>Strapping Young Lad
I've always thought that the artwork for City looks a bit like a Doom map.

>> No.1216701

>>1216584
It's over video games are finished

>> No.1216709

>>1216584
I'm not really surprised, but I still feel melancholic about it. Like someone on life support who finally flatlines.

>> No.1216716

>>1216694
Man, it really really does. And it could easily be made into one.

>> No.1216712

>>1216584
But.. Doom 4 will still be good, right?

>> No.1216725

>>1216712
It was never going to be good, this is the final nail in its coffin.

>> No.1216720

One day, I will create the best Doom wad ever.

Wait and see.

>> No.1216729

I wanna play a spooky horror wad. Are there any except ghouls forest and lasting light?

>> No.1216742

We really should make a /vr/.wad

>> No.1216741
File: 19 KB, 350x1296, IWishedICouldDraw ;_; .png [View same] [iqdb] [saucenao] [google]
1216741

I tried to make a small comic. Sorry for the super bad skills

>> No.1216749

What wad has the best custom monsters?

I'm kinda bored of playing vanilla Doom.

>> No.1216756

>>1216741
Questionable drawing skills, but I laughed at the joke.

>> No.1216779

> tfw you have great ideas for wads
> you are too lazy to put them in work

>> No.1216783

Sketch and beginning of a 40mm grenade launcher. You'll get 40mm buckshot shells for it.

>> No.1216795
File: 307 KB, 1533x1843, nadelauncher.jpg [View same] [iqdb] [saucenao] [google]
1216795

>>1216783
unf

>> No.1216802

>>1216741

Don't care, it looks awesome, man!

>> No.1216796

>>1216741
Hello,

Bad skills, good joke

Sincerely, Anon

>> No.1216810

>>1216725
>>1216712
This makes no impact on Doom 4. D4 is going to run on the id tech 5 engine and that engine has already been made. I can't imagine that Carmack would have done anything for doom 4 other than the engine.

>> No.1216818

>>1216741
Good joke, nice job

>> No.1216821
File: 206 KB, 702x1020, 1384586485481.png [View same] [iqdb] [saucenao] [google]
1216821

>>1216741

I chuckled. Great comic.

>> No.1216846

>>1216712
>>1216725
John Carmack doesn't make games.

>> No.1216858
File: 76 KB, 800x600, dhlschnee0001co8.jpg [View same] [iqdb] [saucenao] [google]
1216858

C-can I join too? ;_;

I used to build HL / early HL2 mod maps in High School. Can we talk about the good ol' days of Action Half-Life?

Pic related. I eventually finished the map for Action Half-Life 2.

>> No.1216868 [SPOILER] 
File: 452 KB, 680x568, 1383422053884.png [View same] [iqdb] [saucenao] [google]
1216868

>>1215436
that face...
scratch and burn ur guds :DDDDDD

>> No.1216869

>>1216858
That ain't doom, son.

Half-Life is retro though. I've yet to give it a chance.

>> No.1216871

>>1216858
Get doombuilder and start ctrl-d:ing ASAP. You can crank out maps way fast here.

>> No.1216903

>>1216720
pretty big goal there, chief.

>> No.1216932

http://kotaku.com/doom-co-creator-john-carmack-leaves-id-software-1469878905

>welp

>> No.1216941

>>1216932

Are you doing it on purpose?

>> No.1216946

>>1216932
Came here to cry ;_;. If it weren't for him, gaming wouldn't be the same. Thank you Carmack. You've brought joy to an entire industry with your technology and innovation. Hope to see you further that more with the OR. God bless you.

>> No.1216951

just an FYI, Blood is $2.40 or so on GoG right now

>> No.1216949

>>1215706
maybe the shotgun could just a throwing a handfull of tacks, the super shotgun could be two handfulls

>> No.1216953

>>1216946
wow.

>> No.1216992

>>1216989
one whole unit

>> No.1216989

>>1216951
one whole unit or just vanilla blood?

>> No.1217000

Wild doom thread on /v/

>>>/v/219413850

>> No.1217025

>>1216992
good

>> No.1217032

ITS OVER, ID IS FINISHED.

>> No.1217034

What's /vr/Doom's consensus on Odamex? Doesn't seem like too bad or dead of a port, but I've heard it's pretty much >noplayers as far as its MP goes.

>> No.1217035

anyone know the difference between quake live and quake 3 arena balance wise? I was thinking of reinstalling one of them but not sure which

>> No.1217036

>>1217035
Vanilla Q3A or something like CPM or OSP?

>> No.1217041

>>1217036
I was thinking of just vanilla Q3A. I never thought about adding mods. what is CPM and OSP?

>> No.1217040

>>1217034
>>1217034
>Odamex

nice port, competitive as fuck userbase. id used it for Qcon

>> No.1217046

I can feel it

>> No.1217050

>>1217046
CAN YOU FEEL IIIIIIIIIIIIIT

>> No.1217053

>>1217041
CPM is Quake 3 made to be a bit more like QW. OSP is just a competitive mod (and I'm fairly certain it's dead).

Balance in terms of weapons, and pickups is probably: CPM > OSP = QL > VQ3 opinions.

If you're bad at quake or haven't played in ages, QL is probably your best bet though, as it has the most active scene with the most bad players.

>> No.1217058
File: 45 KB, 377x492, 1371829052536.jpg [View same] [iqdb] [saucenao] [google]
1217058

>>1217040
Oh yeah, so that was it. Kind of an odd name at first. Sounds interesting so I guess I'll give it a try some day soon.

>competitive as fuck userbase
Oh gee, I wonder if I can still even properly play CTF

>> No.1217069
File: 153 KB, 1024x768, dhlschnee0002xp1.jpg [View same] [iqdb] [saucenao] [google]
1217069

>>1216871
>Get doombuilder and start ctrl-d:ing ASAP. You can crank out maps way fast here.

Okay Doom mapping with doombuilder 2 is easy as pie, but I keep getting errors when I try to load up my test map. Wth?

>> No.1217076

>>1217053
I'll install QL to get myself back into Quake and play through the tutorial a bit to see what I remember and then I'll get CPM when I get better if ever

>> No.1217087

>>1217000
>All that baiting

There'll never be such thing as a good /v/ Doom thread ever again.

>> No.1217095
File: 832 KB, 932x679, The persistence of AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHAHAHAHHAAHAHAHAHA.png [View same] [iqdb] [saucenao] [google]
1217095

>>1217087
>Expecting anything good out of /v/ in this age

>> No.1217101

>>1217087

I spotted him and as soon as I confirmed it was him, I told someone to post the zdoom forum link.

Let's avoid Doom threads in /v/ during this specific hour for now. He has been posting there instead of our threads since the last week

>> No.1217102

>>1217069
Make sure it's Zdoom (udmf/hexen) format. Make sure you have an up-to-date version of zdoom or gzdoom chosen in preferences.

>> No.1217115

>>1217101
I'd rather just avoid /v/ in general anyway.

>> No.1217112

>>1217101
>him
sorry, I haven't been here in like months. who is "he" and what the fuck has he done

>> No.1217126

>>1217112

a shitposter, nothing of worth being noted

>> No.1217134

>>1217126
can you give me specific details so I know what to look out for and not ignorantly feed him.

>> No.1217143

>>1217134
Try not replying to anyone mentioning Brutal Doom at all. There's a ginormous amount of internet drama surrounding it and it's creator.

>> No.1217148

>>1217095
There was a pretty good hardware thread the other day, and weeks before there was a nice one about multiplats that were completely different and relatively unknown.

Finding a good /v/ thread is like trying to find a diamond out of the rough

>> No.1217150

>>1217143
oh shit, all you had to say it was brutal doom related, nigga. I got it

>> No.1217156

>>1216584
"One night in 1987, Carmack saw the ultimate game. It occurred in the opening episode of a new television series, Star Trek: The Next Generation, when the captain visited the ship’s Holodeck, a futuristic device that could simulate immersive environments for relaxation and entertainment. In this case, the door opened to reveal a tropical paradise. Carmack was intrigued. This was the virtual world. It was just a matter of finding the technology to make it happen."

>> No.1217185

>>1215497
So what the fuck ever happened to Mark releasing an addon for all the shit he cut from v19?

>> No.1217193
File: 623 KB, 1920x1080, Screenshot_Doom_20131122_161752.png [View same] [iqdb] [saucenao] [google]
1217193

>>1217102

And neeevermind. I wasn't naming the map correctly. Here's something I made.

>> No.1217204

>>1217156
Daily reminder that if you haven't read Masters of Doom you might as well not even be living.

>> No.1217206

>>1217193
It's very pretty. Click "lower unpegged" on the lines next to the stair, or select them in 3d mode and adjust them with the arrow keys manually.

>> No.1217207

>>1217204
I actually haven't read it, but I've been meaning to. I'm sure there's a cheap copy of it on eBay.

>> No.1217228

>>1216584
I hope he still does quake con speeches anyway. I enjoyed them.

But I'm glad he's putting his brain toward something he clearly cares greatly about. Id tech 5 is great. OR is great. Here's hoping they're perfectly compatible.

>> No.1217238

>>1217204
What's great about it? I'm considering reading it

>> No.1217289

>>1217238
It's just a legitimately interesting and entertaining book about id.

>> No.1217290

>>1217238
>>1217289

and game development in the 90's

>> No.1217315
File: 597 KB, 1920x1080, Screenshot_Doom_20131122_165533.png [View same] [iqdb] [saucenao] [google]
1217315

>>1217206
>It's very pretty. Click "lower unpegged" on the lines next to the stair, or select them in 3d mode and adjust them with the arrow keys manually.

Thanks for the compliment, bro! And that tip is very handy to know. It fixed a rendering error. My map looks better now. :)

How do I make overhanging sectors?

>> No.1217332
File: 4 KB, 204x292, bos2-63-v3-wip17l.png [View same] [iqdb] [saucenao] [google]
1217332

Got bored, did another frame of this (with an alternate face for display purposes)

>> No.1217356

>>1217150
but why is brutal doom so hated

>> No.1217379

>>1217315
>How do I make overhanging sectors?
*actual* overhanging is pretty complicated, but try setting a rooms ceiling texture to "f_sky01" (it looks like actual sky in-game as opposed to the editor), make a block sector inside it, and lower the block's ceiling so it sticks down from the sky. Then just texture it.

>> No.1217398

>>1217332
oh god if you turn doom into some hentai fetish tc bullshit i will hunt you down

>> No.1217401

>>1217398
>this is my fetish

>> No.1217402

>>1217398
Hunt him down to personally shake his hand, right?

>> No.1217414

>>1217398
>oh god if you turn doom into some hentai fetish tc bullshit
hey, that sounds like a neat idea.

>> No.1217428

>>1217398
Working on it.

>> No.1217429
File: 502 KB, 1280x720, Screenshot_Doom_20131122_223745.png [View same] [iqdb] [saucenao] [google]
1217429

Something I'm making right now. I still don't have an idea for the whole map, but maybe I'll have something more big later.

Also, some ideas for puzzles, or anything different than simple "get key open door"

>> No.1217425

>>1217398
Where the hell are my anime wads? It's been this long, surely some weaboo's come up with something.

>> No.1217437

>>1217429

Kill a monster
That monster is the one holding the key

>> No.1217434

>>1217429
>Also, some ideas for puzzles, or anything different than simple "get key open door"
What features will you be using? Coding, 3dfloors, etc?

>> No.1217435

>>1217425
https://www.youtube.com/watch?v=w-iidSX7l8s

>> No.1217436

>>1217429
get key open door navigate maze of pillars that are high enough that you can't jump over them but short enough that you can see the other side of the room

>> No.1217447

>>1217429
TINY GUN. SHOOTS TINY BULLETS

Looks good, chief.

>> No.1217446

>>1217434
Actually this is the first time I'm making a project; I spent like 2 months only doing drafts and learning ACS plus every option UDMF gives me. So anything goes.

>>1217437
That would require Decorate, I assume? Maybe I can work something out.

>> No.1217451

>>1217356
because a) the "creator" is a colossal faggot
b) all of the retards claiming that brutal doom is the only way to play doom!!!

>> No.1217452

>>1217425
Hell, when i get around to finishing this sprite, i'd be game for doing more for something like that.

>> No.1217457
File: 222 KB, 449x401, 1366784659756.png [View same] [iqdb] [saucenao] [google]
1217457

>>1217447
>mfw
Actually I took that gun from Realm667, but hated how it shot. I edited it a little so the damage would be a little weaker than the vanilla pistol, but faster, and more accurate.

I'm trying to replace some weapons, or just give an alternative to make it more diverse, editing some of the weapons I find so the experience won't be too much different from the original.

>> No.1217462

I tried playing the pol.wad with Brutal DOOM. Is this shit even possible? With Brutal DOOM even on the lowest difficulty you get rekt right at the start. I've beaten it normally but holy shit this is ridiculous.

>> No.1217467

>>1217462
>with Brutal DOOM.
There's your problem, chief.

Not being sarcastic, it pretty much turns hitscanners into murderers.

>> No.1217469

>>1217446
Have some tomb raider type puzzles where you do stuff like angling mirrors and directing water flow through little depressions in the floor or whatever. It's just basic integer use coding wise.
Avoid "powering up the reactor" objectives, it's such an annoying cliche.

>> No.1217474

>>1217462
It changes the core of the game so much, you don't stand a chance in a lot of maps. Just try any Slaughtermap with Brutal Doom and you'll see. That's why I don't play Brutal Doom often, lots of maps become annoying/unplayable.

>> No.1217472

Anyone else keep a CRT monitor around to play DOOM on?
That nearly no response time feels so good.

>> No.1217476

>>1217472
>Anyone else keep a CRT monitor around to play DOOM on?
>That nearly no response time feels so good.

Worthless since the tic rate is only 35 anyway.

>> No.1217483

>>1217457
Do what you want. Sounds alright so far.

>> No.1217509

How hard will it be to learn doombuilder? I already have experience with hammer.

>> No.1217513

>>1217509

If you have two hours to spare for the tutorials, you can be mapping in no time. Be sure to listen to them while having it open

>> No.1217516

>>1217509
It's extremely easy. Almost the whole point with making maps for doom is how quick you can put down the general layout of a map.

>> No.1217519

>>1217472
you got threads for this shit already, keep your crt evangelism there

>> No.1217524 [DELETED] 

>>1217476
>>1217519
Faggot plebs detected

>> No.1217528

Does a sourceport exist for Android?
I want to play doom on the go.

>> No.1217529

>>1217528
yes

>> No.1217531

>>1217528
Yeah, someone ported PRBoom to Android, but it's hard as balls to control. Not really all that fun.

>mobile games in general

>> No.1217534 [DELETED] 

>>1217524
elitist faggot detected

>> No.1217542

>>1217531
Just tried to install PRboom
>Permissions required
> Read text&SMS
Nope

>> No.1217556

>>1217425
http://www.doomwadstation.com/main/otakon.html

>> No.1217589

>>1216749
doom_fker, check the faq

>> No.1217596

>>1216749
Thunderpeak
NeoDoom
Vanessa the killer bitch
Soulcrusher
Happy Time Circus II

>> No.1217645

>>1217596
>Thunderpeak
Really?

>> No.1217670

Is there a way to disable forward/backward movement caused by moving the mouse in chocolate doom?

>> No.1217682

>>1217670
Run chocolate-setup.exe
Configure Mouse
Disable "Allow vertica mouse movement"

>> No.1217685

>>1217682
I have no idea how I missed that. Thanks.

>> No.1217702

>>1216868
Someone explain to me why sometimes spoilered images are NES cartridges and other times they're Aeris?

>> No.1217707

>>1217702
Variety?

>> No.1217713

>>1217702
Some boards have multiple spoiler images that are randomly chosen

>> No.1217715

>>1217645
Yes, really. Go play it.

>> No.1217732
File: 299 KB, 1280x1024, Screenshot_Doom_Mission_pack.png [View same] [iqdb] [saucenao] [google]
1217732

>> No.1217773
File: 445 KB, 1280x1024, Screenshot_Doom_20131123_014646.png [View same] [iqdb] [saucenao] [google]
1217773

>>1217732

>> No.1218007

http://plug.dj/vr-oominati-1/

if you're averse to using your Facebook account, just make a fake Facebook/Twitter/Google account for it

>> No.1218064

mancubus pain sound sped up 100%

http://vocaroo.com/i/s0tVPzDYyzVp

wow

>> No.1218078

>>1218064
http://www.youtube.com/watch?v=QoI57YXK2do

>> No.1218082

>>1217773

WRYYYYYYYYY

>> No.1218083

Just played The Eye. Pretty hard but fun at the same time.

>> No.1218097

>>1218064
"Quiet"?

>> No.1218102

>>1218097
Sounds like "Wyatt" to me.

>> No.1218104

>>1218078
Danny won?

>> No.1218115

>>1218104
It sounded more like "damn any one" to me. Or maybe "Dan-any won".

>> No.1218114

>>1218064

it's 200% ya dingus
can't you read?

>> No.1218143
File: 454 KB, 1680x1050, 1347628734002.jpg [View same] [iqdb] [saucenao] [google]
1218143

You know after playing Samsara as duke I have to say it's amazing how much character the characters of the build games have.

It's just funny some of the shit they say, always so confident in the face of danger. Dukes lines are the kind of personality you'd want to have in a platoon or something as the jokester morale officer type.

>> No.1218151
File: 874 KB, 1360x768, Still better than Gearbox's Colonial Marines.png [View same] [iqdb] [saucenao] [google]
1218151

And this right here is the problem I have with the Colonial Marines wad. Seriously, how the fuck am I supposed to kill ALL these assholes?

>> No.1218160
File: 940 KB, 2576x1920, 1370495462219.jpg [View same] [iqdb] [saucenao] [google]
1218160

>>1218151
This takes me back, that's the first area isnt it?

Anyway, you're meant to avoid them. I remember looking at a huge swarm of them just before I left, they're meant to chase you off the map.

I dont like it either TBH, when I play FPS games I want to kill every motherfucker who gets in the way. Xeno, demon, pedestrian, push it to the limit.

>> No.1218171
File: 699 KB, 1360x768, Screenshot_Doom_20131123_013521.png [View same] [iqdb] [saucenao] [google]
1218171

>>1218160
Second map. The problem is, there isn't a direction I can go where there ISN'T xenomorphs. I go back the way I came and xenos. I go where I assume I have to go and xenos.

>> No.1218186

>>1218171
In situations like this I type "freeze" in the console and walk around to see, then go back to where I was, take off freeze and continue.

Failing that, type "summon chaingun" a bunch of times, get the bullet ammo and terminate the aliens and continue as normal making sure you ammo was the same as before so it's not quite cheating.

>> No.1218193

>>1218186
Just did that... So I know where I have to go. Back in there. Awesome.

>> No.1218196
File: 67 KB, 640x481, GxG37.jpg [View same] [iqdb] [saucenao] [google]
1218196

>Find some old image
>It's some kind of shitty MP map that I wanted to make for Skulltag
Oh man and I never could finish a single map back then ;_;

>> No.1218198

>>1218193
Okay, so thankfully I had an autosave back from before I hit the button. So what I have to do is basically run like a bitch into a vent that opens up.

>> No.1218208
File: 69 KB, 400x400, 1310888812613.jpg [View same] [iqdb] [saucenao] [google]
1218208

>>1218193
Good to hear son, now get back in there and terminate every one of those alien bastards that dares to threaten mankinds destiny!

>> No.1218218

>>1218208
Oh I already beat the map, like I said >>1218198
I had an autosave from earlier, so I loaded that up, hit the button, ran like hell, beat the map, didn't even bother to explore. Now I'm on map 3, and it's a similar scenario, hit a button and all hell breaks loose.

>> No.1218280

>>1218083

How's your ass? Good lord that motherfucker is so harsh, that no-one has done a fucking demo out of that map yet

>> No.1218317

>>1218143
Duke's character really does have elements of truth to him. Soldiers laugh, cheer and joke as they blow stuff up in real life to - and I can't blame them, it's the only way to cope with the stress.

>> No.1218332

>>1217332
at least make her not gross, guh
I ain't into horses

>> No.1218336

I'm considering making a [BE] server. Anyone interested in shooting some hellspawn at the moment?

>> No.1218345

>>1218196
It's a nice archway though, dont see any like that.

>> No.1218354

>>1217425
http://www.youtube.com/watch?v=-2ySHToUHWY

>> No.1218360
File: 94 KB, 475x633, ironthrone-greenranger.jpg [View same] [iqdb] [saucenao] [google]
1218360

>>1218336
I made a server if anyone wants to play.
Server: "/vr/ takes the armory to the bunker!"
Password vidya

>> No.1218361

>>1218360
on zandro? of course

>> No.1218363

>>1218360
it's taking forever to download :(

>> No.1218380
File: 491 KB, 1366x764, what in the genuine fuck.png [View same] [iqdb] [saucenao] [google]
1218380

>want to play dooty doom
>already played the fuck out of alien vendetta
>oh boy someone's already on the plutonia one
>play for a couple of maps, guy is chill
>suddenly these chuckle fucks come on
Why.

>> No.1218384

guys, how do I add light sources in doombuilder?

>> No.1218387

>>1218380
>how do the monsters reproduce?

They come from the Icon's head, dude.
Not exactly rocket science.

>> No.1218389

>>1218384
You mean dynamic lights? Things/decorate/PointLight

Might have to have zdoom.pk3 or gzdoom.pk3 loaded, don't remember.

>> No.1218393

>>1218389
thank you

>> No.1218409 [DELETED] 
File: 49 KB, 642x768, John_Carmack.jpg [View same] [iqdb] [saucenao] [google]
1218409

John Carmack left ID software yesterday.

http://au.ign.com/articles/2013/11/22/doom-creator-john-carmack-officially-leaves-id-software

>John Carmack, the programmer responsible for Doom, Quake, and more, has left id Software completely.

>“John Carmack, who has become interested in focusing on things other than game development at id, has resigned from the studio," id's studio director Tim Willits told IGN. "John’s work on id Tech 5 and the technology for the current development work at id is complete, and his departure will not affect any current projects. We are fortunate to have a brilliant group of programmers at id who worked with John and will carry on id’s tradition of making great games with cutting-edge technology. As colleagues of John for many years, we wish him well.”

Thanks for everything, John.

>> No.1218412

>>1218409
We know. There's a bajillion posts about it already.

>> No.1218418

>>1218409
Bit late, bro.
>>1216584
>>1216932

>> No.1218419

to be fair i'm surprised it took this long, i thought he was gone as soon as he went to oculus

the worst part is it means his engines will no longer become open source eventually

>> No.1218420
File: 217 KB, 1050x900, 1331465580461.jpg [View same] [iqdb] [saucenao] [google]
1218420

can anybody tell me a little bit about doomworld culture?

i get the impression that while they technically allow zdoom and gzdoom stuff there, they all fucking hate it

>> No.1218421

>>1215431
SLOW DOOM
IMMENSE DECAY

>> No.1218424

>>1218420

That's about right. Doomworld is the site for purists.

>> No.1218426
File: 46 KB, 600x341, 1325515184277.jpg [View same] [iqdb] [saucenao] [google]
1218426

ID is in the hands of Bethesda......fucking....Bethesda

I mean, they're not as bad as EA I suppose but Beth are incredibly fucking lazy developers. I think the only reason they even distribute mod tools is so they can fob work off onto the community.

I've gotten some enjoyment out of their sandbox games but because I had fun at times it does not mean I didnt notice the bone laziness many of them have.

>> No.1218429

>>1218424
That's incredibly lame. The whole joy of Doom modding is making amazing things on a fundamentally simple and easy-to-use platform.

>> No.1218430

>>1218424
ugh, well fair enough

sometimes i feel like i'm the only doomer alive who plays both puristic stuff and gzdoom/zdoom stuff and has fun with both

my very first map would use zdoom features and i'd like the exposure of posting it to more places so more people can enjoy it but posting it to doomworld sounds like i'll just have my head bitten off

>> No.1218431

>>1218420
>they all fucking hate it
this is an exaggeration.

post something that's actually good, and don't hype it to all oblivion, and you'll do fine.

>> No.1218438
File: 132 KB, 492x462, 1366683977043.jpg [View same] [iqdb] [saucenao] [google]
1218438

>>1218429
in my view the sort of "parent culture" of doom should remain closer to how it was originally though i remember early on in these threads we'd have fuckheads whining that you're playing the game wrong if you have so much as openGL on or you use mouselook (just dont shoot any switches that would be unshootable if it was off) or you make a level where you jump

if it's what style you prefer that's nice and dandy and i dont mind though this guy would stand around whining at players using custom resources in maps as they were playing the game wrong, then implying that anything that used anything different was just some aeons of death type fuckfest

>> No.1218442
File: 49 KB, 640x480, 1346590108268.jpg [View same] [iqdb] [saucenao] [google]
1218442

>>1218431
>post something that's actually good

Over the years I've seen stuff dismissed outright for pretty minor slights. You could use new textures I think but if you allowed jumping, crouching, added a few new monsters and had some new music you'd get slagged off by some guys and their first comments would hang over your WAD.

>and don't hype it to all oblivion

You mean like making countdown threads? Yeah that's lame.

>> No.1218443

>>1218438
I don't understand "purism". I love vanilla doom obviously, but mods and additions add infinite longevity to it. Doom is more of a platform than just a game to me.

>> No.1218445

>>1218430
>sometimes i feel like i'm the only doomer alive who plays both puristic stuff and gzdoom/zdoom stuff and has fun with both

you're not. :)

>my very first map would use zdoom features and i'd like the exposure of posting it to more places so more people can enjoy it but posting it to doomworld sounds like i'll just have my head bitten off

if your first map looks like a mid 90s reject with horrible texture clashes and misalignments everywhere, and worse, plays like a frustrating exercise in tedium, then you may well "get your head bitten off" (although i don't think doomworld is any ruder than 4chan particularly, at least there's no equivalent of greentexting)

if your first map uses zdoom features to do something that's perfectly achievable in boom, you may well be told this, and even might get an explanation how to do it the cross-port way.

don't expect to be fellated for mediocrity, that's all.

>> No.1218449
File: 57 KB, 457x640, 1316615928898.jpg [View same] [iqdb] [saucenao] [google]
1218449

>>1218443
I see it the same way.

Purists are worried though it'll turn into something completely unrecognizable if it's modded too much. What a fucking wank.

Almost everytime I've seen them argue it's a slippery slope or jumping to an extreme. Like one minute you're using something from Realm667, next minute you've added the entire monster repository into a randomizer wad.

Best comment was seeing one guy saying stuff from there (in fact any custom resource) is overused........guess he forgot some of the assets in Doom are nearly twenty fucking years old.

I dont mind purists keeping to themselves and saying their tastes, I even play their wads. When they stifle creativity and act like poisonous shitposting fucktards I really dont care for them.

The maker was certainly acting precious (I mean he won a Cacoward) but thanks to those halfwits there wont be an Unloved II. Say this there and you'll get some predictable shit like "Well that was lame anyway, lol".

I guess none of these cretins bothered to wonder why Doom is even still played after all this time, modders.

>> No.1218451

>>1218449
>The maker was certainly acting precious (I mean he won a Cacoward) but thanks to those halfwits there wont be an Unloved II.
No, thanks to the author's ego there won't be an Unloved II.

>> No.1218454
File: 120 KB, 244x255, 1348772621744.png [View same] [iqdb] [saucenao] [google]
1218454

>>1218445
i just know some players look for very certain types of map, mine would not play like one from the 90's because of it's size

it'd be more like a big hub with certain areas you go to to get stuff, then you return to the central area, so imagine a hexen map but with guns and no "what did that switch do?" bullshit

>> No.1218457

>>1218451
I already said he acted precious, what else did he do.
He's no sergeant MKIV.

>> No.1218458

>>1218449
>The maker was certainly acting precious (I mean he won a Cacoward) but thanks to those halfwits there wont be an Unloved II.
What!? I didn't know that. Unloved is one of the best things I've played in Doom, honestly.

>Purists are worried though it'll turn into something completely unrecognizable if it's modded too much
My only reply to that would be "SO?" Total conversions are great.

>> No.1218459

>>1218449
>Best comment was seeing one guy saying stuff from there (in fact any custom resource) is overused........guess he forgot some of the assets in Doom are nearly twenty fucking years old.
i understand this point of view. stuff from the original game might be 20 years old but it's part of the furniture. you don't notice it. an overused custom resource such as a given custom monster from realm667 sticks out like a sore thumb in every wad it is used in purely because it's custom.

i guess it's like how my heart has been in my body for 30 years, but if i needed a heart transplant, there's a very good chance my body would reject the replacement unless sufficient precautions were taken. okay that's a stupid analogy but you get the idea.

>> No.1218460

>>1218459
I love that baron based thing with the shield. That's good monster design. Recolors of Hexen bosses.. not so much.

>> No.1218462 [DELETED] 

>>1218449
>The maker was certainly acting precious (I mean he won a Cacoward) but thanks to those halfwits there wont be an Unloved II.
counter argument: there will not be an unloved 2 because the author felt the community didn't fellate him sufficiently for unloved 1.

>> No.1218464

>>1218462
i mean, the author chooses to make unloved 2 or not. he can choose to listen to idiots or he can choose to ignore them. i think if he really wanted to make an unloved 2 he would have done regardless of what a bunch of idiots on the internet said.

>> No.1218467
File: 292 KB, 636x476, 1329667213284.jpg [View same] [iqdb] [saucenao] [google]
1218467

>>1218459
Hmmm.....yeah I guess I can see that.
In the Wad that I'm making I originally had more custom monsters but trimmed it massively for this reason.

>>1218460
I like that monster too, he's a good addition to the stock ones with the shield.

>>1218462
Really?
As if, but taking you at your word that would be poor form for him. You win a cacoward, you're well liked.

I just checked the IDgames archive and he's got 4 stars. I'm reminded though that hurtful comments are always taken by us more seriously than nice ones but reading the 0 star ones there you can tell it's just from retards who would have made their minds up inside 5 minutes. Nothing like "3 stars....was alright but not all standout for me".

>> No.1218468

actually i'm deleting that, it's too inflammatory

>> No.1218471

>>1218467
>You win a cacoward, you're well liked.

Nooooooo.

>> No.1218478

>>1218471
But you are.
Most of the community would think you're ok or at the very least not hate you and respect your work.

>> No.1218521

>>1218478
What about worst wad award?

>> No.1218525

>>1218521
Well ok I think that is exactly what it says on the tin.

>> No.1218529

>>1218521
some people still like aeons of death though.

>> No.1218556
File: 14 KB, 184x184, 1367106627129.png [View same] [iqdb] [saucenao] [google]
1218556

I much prefer the music of doom 1 over 2.

Since my map would want to import a song, how do I go about making it as small filesize wise as possible?

As a rule if the music is bigger than the maps, it's a no.

>> No.1218569

>>1218556
>I much prefer the music of doom 1 over 2.
Agreed. Doom 2 has Into Sandys City and Opening to Hell though, they're great tracks.

>As a rule if the music is bigger than the maps, it's a no.
Bullshit. This isn't 1995 any more, one can spare a few megabytes of music. Go for Mp3's in 128k if you want to save space and use anything other than midi.

>> No.1218572
File: 22 KB, 300x289, 1372751799776.png [View same] [iqdb] [saucenao] [google]
1218572

>>1218569
>Bullshit. This isn't 1995 any more, one can spare a few megabytes of music. Go for Mp3's in 128k if you want to save space and use anything other than midi.

I'm of the same mind but I just thought it was considered a mapping faux pas, like misaligned textures or whatever.

>> No.1218576

>>1218572
People who're stuck in the past keep saying it. I suggest paying them no mind. You probably don't want uncompressed music though.

>> No.1218587

>>1217715
Isn't that like 2 levels long, both of which are short and there's only 4 new monsters, all of which are the most overused Realm 667 ones?

>> No.1218593
File: 1.12 MB, 800x1373, 1376991245266.gif [View same] [iqdb] [saucenao] [google]
1218593

Music wise I'm sort of unsure what to even use.
Does anybody think more "modern" sounding music just seems off in a WAD or am I being pedantic?

Listen to these two remixes:

http://www.youtube.com/watch?v=lu-DKBkqqgo&list=PLB0BCCDEDFA6120BB

http://www.youtube.com/watch?v=Xce3R650-dE

I think the artist is pretty damn good but are they ok to use in maps or is the more modern sounding music too much and sort of jolts you out of the experience?

>> No.1218594
File: 7 KB, 201x101, Cyber, Spider Mage.gif [View same] [iqdb] [saucenao] [google]
1218594

AEHUHAEUHAUEHAUEHAUEHUAEHUAHEAUEHUAHUEHAUHEA

>> No.1218596

>>1218569
>Bullshit. This isn't 1995 any more, one can spare a few megabytes of music. Go for Mp3's in 128k if you want to save space and use anything other than midi.
you don't think it's insane when 90% of a 5MB wad download is entirely optional audio data? i don't even play with the music turned on

>> No.1218597
File: 56 KB, 173x196, 1350054416981.png [View same] [iqdb] [saucenao] [google]
1218597

>>1218587
>overused

Ehhhh....
Among other things Vader made the Terminator, he can use it as much as he likes.

>> No.1218603

Thunderpeak is what zdoom mappers who want to use new features but are still actually trying to make doom maps should aspire to

>> No.1218607

>>1218603
if you're going to make broad statements like this at least say why

it is a dece map though

>> No.1218609
File: 953 B, 250x140, Shadow.png [View same] [iqdb] [saucenao] [google]
1218609

hay guise, what's going on in this thre--

oh

>> No.1218614

I get an error playing RTC-3057 which makes the pistol non-existent, so I had to run through enemies with my fists only. Tried on GZDoom, ZDoom and Zandronum's latest versions.

>> No.1218617

>>1218603
Making two short levels and just take Realm 667 monsters?

>> No.1218620
File: 292 KB, 440x365, 1345562202815.png [View same] [iqdb] [saucenao] [google]
1218620

You know some of the maps in Zpack were still quite good.

That clockwork one with the big moving gears was really nicely done and the unreal tournament song in that other map was breddy gud.

I always get this feeling that there are some people who just fucking hate Tormentor667 and everything he touches. Not in a "i'm not a fan" sense but in a "I will actively seek to shit on all his works" sense but I really dont keep up with the drama of the community at all so I'm just inferring there.

>> No.1218625

>>1218607
>>1218617
i mean, it still feels like doom, despite using features unique to zdoom*. that's what i meant by trying to actually make doom maps. as opposed to dubious recreations of other, newer, games.

___
* and eternity, to be fair. when i played the vaporware demo, it really reminded me of thunderpeak...

>> No.1218628
File: 199 KB, 600x600, 1327195597596.jpg [View same] [iqdb] [saucenao] [google]
1218628

If we're going to talk Realm667 monsters, are there any that some of you here like?

I think some of them are nifty but I wish some mappers would realize there are more monsters there than the "shadow". That black thing that shoots 2 red balls.

>> No.1218632

>>1218625
just jog our memories on some of the acceptable zdoom features thunderpeak had

all i can remember is ambient sounds, envrionmental FX, custom monsters and I think a 3d bridge

>> No.1218636

>>1218632
exactly, it didn't have any weird gimmicks that made it play completely differently to doom.

>> No.1218640

>>1218636
apart from that one monster that dropped a bomb on death, that was kind of stupid. but okay. the other one still fit in, more or less.

>> No.1218648

>>1218628

>If we're going to talk Realm667 monsters, are there any that some of you here like?

brb, posting a list in 5 mins

>> No.1218653

Do you guys still have fun playing Doom?

I never really played it but you all seem to have a good time

>> No.1218657

>>1218114
200% of 1 is 2
100% more than one is 2

>> No.1218665
File: 36 KB, 552x720, 1338262867321.jpg [View same] [iqdb] [saucenao] [google]
1218665

>>1218636
I can see where you're coming from there, so what if I had a map that had sections where you can jump or crouch?

No platforming sections or whatever, just shit like jumping off ledges to get a secret or making a fight harder by adding another factor to movement.
I'm a bit unsure on it at the moment.

>>1218653
Love it.
Though in case you're wondering we're not all playing the exact same game over and over again, we're usually playing with mods or playing eachothers maps.

>> No.1218675

>>1218628
>>1218648

Afrit (he's cool, he's pretty well used in Survive in Hell)
Arachnophyte
Blood Demon (the closest we've got to the Doom3 Pinkie, at least for the next few days...)
Cybruiser (he was a cool mid-boss for ZDCMP2)
Daedabus (Doom3's mancubus)
Scalliano's scientists and female zombies (for variety's sake; also he recently added another bunch of scientists to Realm667)
Flesh Spawn
Hell Warrior
Soul Harvester (a hell of a sniper)
ZSpecOps

And the GODDAMN Vore, which sadly was taken down by Ghastly after Wildweasel added it to Accesories to Murder and naturally everyone felt her addition.

Also, it's not in Realm667, but Finalizer's Paladin of course, which has been featured in our threads before in gifs

>> No.1218676

>>1218665
>jumping off ledges to get a secret or making a fight harder by adding another factor to movement
do it if you want to do it and think you can pull it off well.

>>1218653
>>1218665
>we're not all playing the exact same game over and over again, we're usually playing with mods or playing eachothers maps.
this is a key point really. it's impossible to get bored of doom because there are thousands and thousands of maps made for it. as long as you like the basic idea of the game, you can never run out of new worlds to play it in.

>> No.1218681
File: 2 KB, 48x55, ZSP1E2E8.png [View same] [iqdb] [saucenao] [google]
1218681

>>1218675
>ZSpecOps

I sprited up a plasmagunner for them, I'm still waiting for Ghastly to code it though.
I like the sort of "AI" they have going but my DECORATE-fu is not as good as his.

>> No.1218705

>>1218676

>it's impossible to get bored of doom because there are thousands and thousands of maps made for it.

as you're reading this, you realize you will never get to play all the custom maps made for doom in your lifetime

we're talking about more than 18 years of actual custom stuff for Doom, what other game or franchise can actually speak for itself as having such a big amount of user-made content?

>> No.1218707

>>1218681
They should use that projectileintercept code someone came up with on the zdoom forums, so they can actually hit circle strafing players.

>> No.1218708

>>1218705
Half Life is one of few games that comes remotely close. There are fewer maps/mods, but they generally have more original content.

>> No.1218716
File: 857 KB, 1600x900, munstur.jpg [View same] [iqdb] [saucenao] [google]
1218716

Are you ready to die?

>> No.1218719

>>1218716
can't they make a new monster from scratch rather than palette swapping and adding one or two bits here and there.

>> No.1218725

>>1218719

Revenant's rocket splash is a mixture of the Baron and Imp's ones.
Some textures in Doom/Doom 2 are also part of the Mastermind's mechanical lower body
The plasmagun and BFG's pickup sprites share tons of parts

Even id software recycled content at the maximum fuck

>> No.1218727

>>1218719
The Cyberbaron, Cybruiser, Bruiserdemon, Helemental and Daedabus are all very well done, so are some of the others.

If you think they're lazy recolors you need to have your eyes examined.

>> No.1218730

>>1218725
yes but with the original game, the furniture principle (as i described in >>1218459) applies.

>> No.1218735

a quick question regarding randomspawners

lets say i want to replace the imp with these two dudes, and I want DudeB to have a chance to appear 1 out of 10 times

does that mean I need to spam DudeA's line 9 times in the DECORATE, or do I need to tweak something else?

>> No.1218736
File: 148 KB, 392x495, 1352891917274.jpg [View same] [iqdb] [saucenao] [google]
1218736

>>1216749
Psychophobia was great, I really really loved it. The first episode rocks.

It's at the outer edges of Doom modding but I loved it all the same, the big monster arena it had was great too. You could set up these gigantic fights between two teams of monsters and customize the teams to your liking.

>> No.1218741

>>1218730
You're looking at doom as "It *must* include *these* things, it's not doom otherwise".

To me because I see doom as something to mod a shooter experience around I dont mind.

>sticks out like a sore thumb in every wad it is used in purely because it's custom.
>purely because it's custom.

This is not how many custom monsters are used at all. They're used because they can change up the gameplay in ways other monsters cant.

Just compare the Spidermastermind and Cyberdemon to any mosters considered boss monsters. The attacks of the bruiser are very different.
You can also have ones there to fit a theme.

>> No.1218742

>>1218707
i might ask ghastly what he thinks, thanks for that
i'm not good at decorate though bro, so i cant tell if it'll be handy or not but it looks neat

>> No.1218745

>>1218725
I know that.

what does that have to do with other people's amount of effort.

>> No.1218750

>>1218727
>Daedabus
If your standards are that low, I guess.

>> No.1218751

>>1218750
Cool story bro, say nothing of the others.

>> No.1218762

Is Stronghold played much in multiplayer?

I thought it was pretty good fun in singleplayer.

>> No.1218773

>>1218735
well this is from russian overkill


actor BackpackSpawner : RandomSpawner replaces Backpack
{
DropItem "Backpack2" 255 4
DropItem "Redeemer" 255 2
DropItem "ShitstormDevice" 255 1
DropItem "HunterSeekerPickup" 255 1
DropItem "HindenburgBeacon" 255 1
}
*

i assume the final numbers are weights, so Backpack2 is 4 times more likely than HindenburgBeacon and so on.

____
* I know this board doesn't have code tags but one can dream.

>> No.1218780

>>1218741
>You're looking at doom as "It *must* include *these* things, it's not doom otherwise".
i can't deny it, you've got me bang to rights.

>> No.1218779

>>1218735
>>1218773
http://zdoom.org/wiki/RandomSpawner

>> No.1218789

>>1218360
If anyone's interested, this is still running.

>> No.1218797
File: 60 KB, 690x518, 1374149412084.jpg [View same] [iqdb] [saucenao] [google]
1218797

>>1218780
So you're a purist then, fair enough.
Do you dislike things like Samsara or other gameplay mods that use lots of outside doom resources?
What about KdIZD? Unloved?

Tell me you at least accepted back to Saturn X.

>> No.1218808

>>1218735
>>1218773
>>1218779

yooooo, greatly appreciated man

>> No.1218843

How can I edit the monster drop in Decorate? I Currently have a Shotgunguy Actor in my .wad but I know it's not how it's supposed to be. So how's the "clean" way to do it? ZDoom launcher always gives me "Tried to register class 'Shotgunguy' more than once"

>> No.1218872

>>1218797
i've tried various gameplay mods (including samsara, fker, and a few others) and the only one that "stuck" (as in i played it for more than a few maps) was russian overkill, because it's so hilariously over-the-top (and works well on slaughter maps, which i also enjoy). samsara is cool and all and i can see why people like it, but since i've never played any of the other games it imitates, i have no nostalgia to sustain an interest. i can see how it might be good in deathmatch though.

i've never played unloved and i downloaded kdizd once and got bored of it not long after i started. too stuffed with pointless eye candy and detail for me. the automap was cluttered to the point of unusability, i have no map editor that could help me find where i was supposed to go when i inevitably got completely lost (okay it's not kdizd's fault that yadex is shit and everything else available for linux is worse)

i loved btsx though. i really like the idea of making a map by fitting the geometry to the textures, rather than the other way around, setting down linedefs however, and painting them with textures afterwards. it's basically how espi worked as far as i can tell and why his maps always looked so good.

on the other hand i did think it was a shame that btsx has to essentially redistribute a modified version of the entire IWAD to work its palette trickery. i realise why they had to do it, but still, it's stretching the liberty we are allowed to redistribute modified bits of the IWAD rather past breaking point.

>> No.1218887

>>1218843
"Actor MyNewShotgunguy Replaces Shotgunguy"

>> No.1218895
File: 1.93 MB, 1920x1080, Screenshot_Doom_20131117_234402.png [View same] [iqdb] [saucenao] [google]
1218895

>>1218872
>pointless eye candy.
There's nothing wrong with beauty for it's own sake as long as it doesn't detract from anything else.

>> No.1218893

Boom chuk click klak master race.

>> No.1218897
File: 13 KB, 640x480, spread.png [View same] [iqdb] [saucenao] [google]
1218897

>>1218893

>> No.1218906
File: 167 KB, 1280x768, Screenshot_Doom_20131123_163643.png [View same] [iqdb] [saucenao] [google]
1218906

I was tricked.

>> No.1218907

>>1218895
i disagree. less is more. beauty is formed by using textures well and careful attention to lighting, not from cluttering the place up with massive numbers of tiny linedefs and sectors.

>> No.1218910
File: 74 KB, 703x451, doom2bad.gif [View same] [iqdb] [saucenao] [google]
1218910

Version 0.2 of the Doom 2 monster randomizer for UDoom here

https://www.dropbox.com/s/fjpoz44sphqksj3/Doom2Randomizer_v0.2.wad

-Revenant has been added
-Megasphere has been added
-I took the time to polish the way it randomizes things too. The supershotgun will be considered as a powerup item rather than a normal pickup, so you may have more chances to obtain one via sekrits

Any suggestions and bug reports are more than welcome.

>> No.1218914
File: 179 KB, 1280x768, Screenshot_Doom_20131123_164120.png [View same] [iqdb] [saucenao] [google]
1218914

>>1218906

>> No.1218915

>>1218910

DISREGARD THAT SHIT I SUCK COCKS. Posting a bug-corrected version as we speak

>> No.1218916
File: 189 KB, 1280x768, Screenshot_Doom_20131123_164122.png [View same] [iqdb] [saucenao] [google]
1218916

>>1218914

>> No.1218920
File: 217 KB, 1280x768, Screenshot_Doom_20131123_164127.png [View same] [iqdb] [saucenao] [google]
1218920

>>1218916
FUUUCK

>> No.1218921
File: 2.33 MB, 1920x1080, Screenshot_Doom_20131113_225603.png [View same] [iqdb] [saucenao] [google]
1218921

>>1218907
But my example does use textures well and does have careful attention to lightning. It doesn't look like classic Doom, but sure looks a hell of a lot prettier.

>> No.1218938

>>1218910
>>1218915

Dammit, here.

https://www.dropbox.com/s/pjkx5p2reh6qu6g/Doom2Randomizer_v0.2.1.wad

I fixed the shotgun's selection order in their slot and revenant's % of appearance

>> No.1218943

>>1218895
>>1218921
no, they're too cluttered for me. the first one isn't that bad in terms of linedef density (although, i'm no fan of slopes, and, the bloom effects are just, ugh...) but the second, that just looks like the mapper is trying to show off with how detailed he can make his ceiling or trying to recreate architecture from a game made 10+ years later, it's a huge turn-off for me.

having said that though, your examples are not that bad, i've seen worse. i remember hellcore2.0's excess of "realistic" detail that equated to lots of bits of sticking-out architecture that just got in the way and made much of the wad quite unplayable...

>> No.1218954

>>1218895
>>1218921
>>1218943
also it's slightly annoying to write a long answer to a question and have only three words taken out of it and jumped all over. i'm just saying.

>> No.1218961

>>1218609
One of the best custom monsters.

>> No.1218964

>>1218906 >>1218914 >>1218916 >>1218920
haha don't fool with fireworks

>> No.1218969

>>1218954
I'm not jumping over anything. You made several points about different subjects, one of which I'm arguing against.
>kdizd
I agree it looks bad, but not through too much detailing per se, rather because it's simply badly designed and visually unappealing. Both simplistic and elaborate levels can look like shit or absolutely amazing depending on design quality.

>> No.1218983
File: 202 KB, 1024x768, kdizd.png [View same] [iqdb] [saucenao] [google]
1218983

>>1218907
Perhaps you just like minimalist graphics. But
KDIZD has great visuals and they aren't confusing. I would say that the wad is a good mid-term between minimalist and ultra-detailed.

I like especially how the creators of the wad made the mars station more 'believable'. The original Doom station was like, a bunch of abstract squares and corridors.

>> No.1218990

>>1218872
Sorry but vanilla Doom is boring today.

I can only play a custom vanilla Doom wad if it's exceptional (ie: I rarely play a custom vanilla Doom wad)

>>1218907
What you consider good-looking, so?

>> No.1218996

>>1218459
> i understand this point of view. stuff from the original game might be 20 years old but it's part of the furniture
Some people already got bored of the same furniture.

> an overused custom resource such as a given custom monster from realm667 sticks out like a sore thumb in every wad it is used in purely because it's custom.
If an overused custom recourse is bad what about an even more overused original recourse?

And course people use custom monsters because they are custom. These people are already bored of vanilla Doom and want to improve the game.

And a lot of monsters fit well in the game. Isn't like you are putting Mario enemies in Doom.

>> No.1218998

>>1216868
Oh thank goodness, I'm glad I'm not the only one who saw spurdo.

>> No.1219000

>>1218996
>If an overused custom recourse is bad what about an even more overused original recourse?
the originals are fine, so don't even try to spin it that way, bub

>> No.1219001

>>1216868
the only acceptable bear thing is that crab one

>> No.1219003
File: 28 KB, 597x523, 1384143250877.png [View same] [iqdb] [saucenao] [google]
1219003

>>1218872
I'm who you originally replied to.
To be perfectly honest I really dont give a crap how it looks as long as it plays well.
The exceptions being stuff that looks like it's a bad 1995 WAD but other than that detail amount matters little to me and I can appreciate something that looks nice and plays well. I've played the old well known megawads and liked them all from alien vendetta to hell revealed but I love the other stuff as well.

The idea that everything has to be minimalist I think is short sighted, you could say extra detail is pointless but to say it actually detracts from the map itself if it's not in the way is asinine.

This is especially so if the author is trying to suggest an actual place that people can related to such as an ancient castle, a swamp, a powerplant, a base in the ice or even an entire city. With hardware getting more modern (not that it needs to be that modern now for doom) it makes sense that artists would want to increase their repertoire of resources available to use.

To be frank, I dont mind purists as long as they're understanding that different doomers have different tastes. I myself for example never ever play multiplayer and rarely use big gameplay modifiers.

Now I dont think that this is you, but people I view as the absolute worst cancer of the doom community (in fact any modding community), worse than even the likes of Terry WADs are the purists who steam into everybody who ever tries to step outside of what they think doom is....throttling the life out of creativity and mocking the idea that what they are doing is not harmful at all.

Doom modding will always for the most part be to it's original roots. If players wanted to make something entirely different in every possible way, they would not use doom in the first place or they're only doing it to test their programming mettle.

Pic related, it was released with the source code.

>> No.1219007

>>1216858
>Half Life 2 modders

With the release of this
http://www.youtube.com/watch?v=Q2yPfWXPIs0

I think the HL2 modding community and the Doom modding community could have plenty to share.

The first time I saw the video I was like "how in the hell?"

>> No.1219017
File: 3 KB, 320x128, c.png [View same] [iqdb] [saucenao] [google]
1219017

Is there a way I can make a really tiny Cyberdemon by writing a bit of DECORATE in SLADE? I'd assumed this would be the easiest solution, but it doesn't seem to do anything.

Also this is (hopefully) part of a jokewad for a joke game competition, so don't even start.

>> No.1219021

>>1219017
>I'd assumed this would be the easiest solution, but it doesn't seem to do anything.
Add "scale 0.1".

>> No.1219037

>>1218969
all right, sorry for the misunderstanding but also you seem to have the same low opinion of the wad as i do, although for slightly different, but largely equivalent reasons

>>1218990
>Sorry but vanilla Doom is boring today.
that is an opinion, i completely disagree with it*.

>I can only play a custom vanilla Doom wad if it's exceptional (ie: I rarely play a custom vanilla Doom wad)
sorry to hear it, but okay, understandable. ultimately, do what you will to have fun.

>What you consider good-looking, so?
i would have to think pretty hard to give you a definitive list, so here's just one off the top of my head, as i've just been replaying it: epic2. neither featureless and bland, nor overdone (well, it can't be overdone, it tries to stay within doom2.exe limits)

_________
* incidentally did you know you have exactly the same posting style as Graf Zahl? the "sorry but <disagreeable opinion presented as fact>" is very distinctive :-) I doubt you are actually him but it would be funny if it turned out he posted here.

>> No.1219039
File: 4 KB, 259x194, handshake.jpg [View same] [iqdb] [saucenao] [google]
1219039

>>1219003
>Now I dont think that this is you, but people I view as the absolute worst cancer of the doom community (in fact any modding community), worse than even the likes of Terry WADs are the purists who steam into everybody who ever tries to step outside of what they think doom is....throttling the life out of creativity and mocking the idea that what they are doing is harmful.

Just to add. If you dont like something say why you dont like it.
Eg: "Textures not aligned and dont match the level, pointless switch hunts, confusing layout, no ammo".

What is a modder even supposed to do with "Fuck you, I hate different things". Just change his entire outlook?
There have been decades of 90's style wads. A few authors trying different things wont bring the house down because the foundations are already so firmly set the culture would never accept it as the dominant.

No community or medium has moved forward or just expanded without experimentation. There are bad ideas and some left better unused but to dismiss the entire idea of experimentation in the first place is a sure way to create disinterest and boredom among modders.

>> No.1219040

>>1219021
Thanks. I probably should've been able to figure that out myself, but I'm an idiot and have basically been relying on ZDoom Wiki's Classes page to have some idea of what values to mess with.

I'm sort of curious how I'd go about tweaking the size of his rockets, but I get the feeling that'd involve a lot more work and it looks fine as is anyway.

>> No.1219043 [DELETED] 

>>1219017
Height and radius change the hitbox of the demon, but not the sprite itself. Use "scale X.Y" buddy.

>> No.1219051
File: 217 KB, 648x432, mmjql7daC81s1amtbo9_1280.jpg [View same] [iqdb] [saucenao] [google]
1219051

>>1218360
>samsara-0.28b
>samsara-keypatch
>newtextcolors loaded twice

but why

>> No.1219053
File: 58 KB, 720x617, 1470150_736050619757237_627619831_n.jpg [View same] [iqdb] [saucenao] [google]
1219053

Doom Metal evolved into prBoom, then eventually ZDoom Metal. This spawned crossgenre GZDoom and a return to roots named Chocolate Doom Metal. There were many bands and notable albums, however the bands Skulltag and Zandronum bring the biggest crowds.

>> No.1219054

As for how things look a good example I saw was

Architecture - gameplay

Detailing - atmosphere

There is of course a bit of crossover.

>> No.1219062

>>1219053
Would you say GZDoom has more of a prog bent than more mainstream bands like Zandronum?

>> No.1219063

Doesn't everybody have copies of at least 2 source ports lying around?

I figured people would have chocolate and zdoom at the very least.

>> No.1219067

>>1219063
I have ZDoom, GZDoom, Zand, Odamex, Zdaemon, Chocolate and prboom+/

>> No.1219068
File: 1.15 MB, 1920x1080, Screenshot_Doom_20131123_220352.png [View same] [iqdb] [saucenao] [google]
1219068

The hud is coming together, woo! All of the graphics will be redone eventually, consider them a sketch. Note "Look" being in a different color due to currently being selected.

>> No.1219069

>>1216325
I quite like the one in DBZone
Just not on survival mode

>> No.1219071

>>1219051
if I loaded with anything later, the monsters would be replaced

>> No.1219073

>>1219063

What >>1219067 has, plus several amounts of GZDoom copies for certain mods

>> No.1219076

>>1219067
Well damn son, gotta catch'em all.

I've got Gzdoom and that's it.
Used to have a bunch of other ports too but after a HD crash I figured GZdoom was all I needed.

>> No.1219083

Can you replace the "iD Software is..." screen like you can with the TITLEPIC, or is it slightly more complicated than that?

>> No.1219084

>>1219068
Hello again Kodi, I'm the guy who played your map here the other day.

Regarding the rising lava is it possible to have that stuff kill monsters that are in it? Or have the lava rise through 3d floors?

>> No.1219087

>>1219071
>if I loaded with anything later, the monsters would be replaced

what
they get replaced in 0.28 anyway

>> No.1219092

>>1219083

It's as easy as replacing the TITLEPIC, it's just an image

>> No.1219095

>>1219040
actor minirocket : rocket replaces rocket
{
XScale 0.1
Yscale 0.2
}

If I'm not mistaken.

>>1219084
Hello.

>Regarding the rising lava is it possible to have that stuff kill monsters that are in it?
I think it's possible to make lava hurt monsters, but I don't know how.
>Or have the lava rise through 3d floors?
Yeah, it's possible. You need a duplicate lava sector for the spot with the 3D-floor though. Every time 3dfloors overlap you need to duplicate all of them for that spot.

>> No.1219098
File: 851 KB, 1280x931, 137965357977.png [View same] [iqdb] [saucenao] [google]
1219098

>>1219069
>DBZone(full-name is DOOM Barracks Zone.) is a mapset by Hong Kong and Taiwan's Doom players, the original author named "Tails". Version 1 was released on 2006/12/04.

>> No.1219103

>>1219098
It was released for ZDaemon servers of DOOM Barracks clan --- a ZDaemon/Doom clan by Taiwanese.
(It also works on skulltag.)

And it accidentally become popular in ZDaemon after its version 6/7 released.(I can't sure but maybe in that period).

>> No.1219105

>>1219003
>I'm who you originally replied to.
thanks for the reply :) sorry for cropping so much but it turns out 2000 characters is not many at all

>To be perfectly honest I really dont give a crap how it looks as long as it plays well.
best attitude to have really.

>The exceptions being stuff that looks like it's a bad 1995 WAD [...] I've played the old well known megawads and liked them [...]
glad to hear it. i must admit i really like those mid 90s wads, but i can understand those who don't.

>The idea that everything has to be minimalist I think is short sighted, you could say extra detail is pointless but to say it actually detracts from the map itself if it's not in the way is asinine.
perhaps i have given a wrong impression - i don't think "too much detail" is an actual negative, i just don't see the point of it, i don't really notice fancy stuff on the walls because i'm concentrating on fighting the monsters. i think a map is good because of its layout and how all the space in it fits together, not because every wall has a three-layer-deep computer panel on it, and there are exposed pipes venting steam everywhere (for example).

>This is especially so if the author is trying to suggest an actual place that people can related to [...]
ah well, i don't think doom lends itself at all well to excess realism. i think if you want to do something realistic there are probably better engines, that both support true 3d (okay gzdoom does) but more importantly whose map formats don't need hacks like the vanilla 3d bridge technique or gzdoom 3d floors or what have you.

>To be frank, I dont mind purists as long as they're understanding that different doomers have different tastes [...] people I view as the absolute worst [...] are the purists who steam into everybody who ever tries to step outside of what they think doom is [...]
i quite agree and i'm sorry if i come across as trying to force my tastes on people (as opposed to just trying to say "this is what i like")

>> No.1219107
File: 11 KB, 500x280, moehqrXPFO1r57f87o1_500.png [View same] [iqdb] [saucenao] [google]
1219107

>>1219071

>> No.1219112

>>1219095
That worked perfectly, thanks!

>> No.1219114

>>1219095
Your solution stretches the rocket. If you wanted it to just be smaller then only use Scale 0.1 or Scale 0.2.

To the original guy: if you want the anklebiter to replace the old cyberdemon you have to put

ACTOR AnkleBiter : Cyberdemon replaces Cyberdemon

It will still use its old sounds however, and it will sound kind of weird. Look at Scroton's Fractal for example of monsters that have smaller versions, which use pitch-shifted sounds to sound smaller.

>> No.1219117

>>1219114
Alright it wasn't /perfect/, but I managed to make it work fine by just tweaking the Scale.

And I'm totally fine with it having the same sounds.

>> No.1219138

>>1219114
>Your solution stretches the rocket. If you wanted it to just be smaller then only use Scale 0.1 or Scale 0.2.
Fuck, that was a typo. Thanks for noticing :P
>>1219112
Great! You can do stuff like tweak it's speed, health and whatever with the inherits-replaces line. It only changes the lines you type yourself and retains the other ones from the parent actor.

>> No.1219147

>>1219051
He rehosted with a proper Samsara just now.

>> No.1219220
File: 491 KB, 1200x1778, 1381510373149.jpg [View same] [iqdb] [saucenao] [google]
1219220

>>1219105
We can broadly agree (or at least agree to disagree, then).

>ah well, i don't think doom lends itself at all well to excess realism. i think if you want to do something realistic there are probably better engines, that both support true 3d (okay gzdoom does) but more importantly whose map formats don't need hacks like the vanilla 3d bridge technique or gzdoom 3d floors or what have you.

It's not about photo realism, like making tables and realistic beds and all that. It's about putting around more assets to suggest an actual place so you might think "oh yes, I can see how this is a city".

Putting politics aside, Sergeant MK IV's map "after the holocaust" is a great example of this. It's a big ruined city full of demons with trashed cars, piles of refuse blowing into the wind and burning rubble. Full of buildings just like an actual city.

Though you're not walking around looking at dropped mobile phones, or hyperdetailed windows. It still flows just like a doom map but with the added detail we have a better idea of "oh yeah I can see what this is alluding to".

I could still make a techbase with a lab in it and have it look like a lab but still flow like a doom level because some people like to sort of imagine it's a place where humans might actually walk around.

I guess it's been a nice chat but I have to go to bed, got a bad cold and I'm up way late.

>> No.1219278

>>1218990
>>1219037
>Vanilla doom is boring.
Totally subjective, though I feel the same way. I find it boring after experimenting with lots of fun wads, and playing on various new user created maps. I'm bored of the default doom textures and map layouts, and the closest I'll play to vanilla is with eriguns and beautiful doom, or ketchup, so that there's the more aesthetically pleasing weapons, and nicer enemy sprites, blood guts, etc.

>> No.1219443
File: 339 KB, 612x811, boneshard_golem_by_hardcolico-d3018iq.jpg [View same] [iqdb] [saucenao] [google]
1219443

Man, if I only could make sprites...

>> No.1219481

>>1217732
>>1217773
>gun at the side
>no crosshair

>> No.1219494

>>1218716
is there a wad that has all these enemies?

>> No.1219496

my doom clients keep crashing after playing for like an hour since it makes my graphics accelerator driver crash for a second. this also happens after playing Portal 2 for an hour or so.

can anyone help?

>> No.1219502

>>1219496
turn on v-sync, disable filters? i dont know

>> No.1219514 [DELETED] 
File: 736 KB, 952x713, d.png [View same] [iqdb] [saucenao] [google]
1219514

For anyone who missed the fun much earlier on in the server:

http://www.youtube.com/watch?v=gFvsVzfOj

Parts 2 and may take some time, that includes the recent run of Samsara stuff. Was pretty good.

>> No.1219519
File: 736 KB, 952x713, d.png [View same] [iqdb] [saucenao] [google]
1219519

For anyone who missed the fun much earlier on in the server:

http://www.youtube.com/watch?v=gFvsVzfOj48

Parts 2 & 3 will take some time to upload, that includes the recent run with Samsara stuff. Was pretty good.

>> No.1219524

>>1219519
Is that DBZone?

>> No.1219529

>>1219524

Yeah it is.

>> No.1219530
File: 282 KB, 1280x768, Screenshot_Doom_SonicDoom.png [View same] [iqdb] [saucenao] [google]
1219530

>> No.1219552
File: 27 KB, 604x476, 1381762680574.jpg [View same] [iqdb] [saucenao] [google]
1219552

How am I meant to play Brutal Doom together with After The Holocaust? help me out please.

>> No.1219557 [DELETED] 

>>1219552
>How am I meant to play Brutal Doom

Don't.

>> No.1219559 [DELETED] 

>>1219557
>being this mad about people playing brutal doom
Get over it.

>> No.1219562 [DELETED] 

>>1219557
Fuck off.

>> No.1219564 [DELETED] 

report and ignore

>> No.1219567

>>1219552
Load Brutal Doom after everything else

>> No.1219571

>>1218614

Yeah, it's a known bug with newer versions of zdoom, but the authors won't upload a fixed version and the way the "do not modify" clause is interpreted is such that a fix can't be included with the file.

All you gotta do is open the thing in an editor, open the decorate file, and change the pistol actor to any other name so long as it isn't the same as an existing actor and one name or at least in quotes. It's the first actor in the file.

Name it to anything you want. AK47, Pistola, Poopgun, Buttblaster, DiarrheaDeagle, MachineGun, FuckTheseAuthorsForCompletelyAbandoningThisProjectToThePointTheyWon'tAnswerEmailsAskingPermissionToUploadAFixToidGamesOrEvenAcknowledgingTheProjectExistsAnymoreOrAllowingTheUseOfTheirResourcesSinceTheyreWaitingToReleaseThemInTheFullVersionWhichHasntEvenBeenMentionedInAFuckingDecadeAndIsNeverGoingToHappenGun, or Pistol2. Any will work.

>> No.1219575

>Player.ViewHeight 50
Sweet jeebus it feels so good

>> No.1219578
File: 492 KB, 617x504, mek feley.png [View same] [iqdb] [saucenao] [google]
1219578

>>1219571
>DiarrheaDeagle

>> No.1219601
File: 47 KB, 147x195, assassination.png [View same] [iqdb] [saucenao] [google]
1219601

>>1219567
I know this is going to sound unbelievably stupid, but how exactly? I only load the map, but it still has normal doom gameplay. And loading brutal doom would just open another game window, so i'm somewhat confused. i'm a gigantic casual when it comes to doom i'm so sorry ;_;

>> No.1219606

>>1219519
>remembernocaco.jpg

>> No.1219608

>>1219601
if you're using IDE it lets you sort the way wads load.

or just take both and drop them into zan/gzdoom.exe

>> No.1219650

>>1219519
Do you announce these somewhere?

>> No.1219668

>>1219650

I don't personally, I wasn't the host. But it was announced on the IRC channel.

>> No.1219672

>>1219608
It worked, thanks!

>> No.1219704
File: 1.34 MB, 1425x1425, DOOM2_a_front.jpg [View same] [iqdb] [saucenao] [google]
1219704

If your answer to the question "Which is the best Doom 2 remix compilation made so far?" isn't this, it's because you actually haven't heard it

https://archive.org/details/the_doom_2_variations

I swear, this is the perfect mixture arrangement between the actual instruments and sampling.

>> No.1219735 [DELETED] 

>>1218990
I'd rather play a modern game (read: superior game) than a non-vanilla doom.

>> No.1219839
File: 116 KB, 1360x765, Screenshot_Doom_20131123_223135.png [View same] [iqdb] [saucenao] [google]
1219839

>Best map screen

>> No.1219885

does anyone happens to have a link to that wad made by actual neo-nazis and which Scroton took sprites from it for /pol/.wad?

>> No.1219887
File: 66 KB, 190x182, 1308365441429.png [View same] [iqdb] [saucenao] [google]
1219887

>>1219839
>yfw you realize the map screen for The Shores of Hell shows the Tower of Babel being built as you progress through the levels

>> No.1219891
File: 16 KB, 349x328, 6945234.jpg [View same] [iqdb] [saucenao] [google]
1219891

>>1219887

>> No.1219897
File: 42 KB, 356x316, 1383874283968.png [View same] [iqdb] [saucenao] [google]
1219897

>>1219887
that picture

>> No.1219952

>>1219601
Hold ctrl, select both files, drag them both onto zdoom/gzdoom/zandronum.

>> No.1219971

>>1219519
Is that where the cacos spawnraped us?

>> No.1220025

>>1219839
what if... what if that giant buried cacodemon woke up

>> No.1220026
File: 26 KB, 405x344, Don&#039;t Type.jpg [View same] [iqdb] [saucenao] [google]
1220026

>>1220025
>giant buried cacodemon
Mother of god... I...

>> No.1220035

>>1220025
oh god if someone made a megawad based on that i'd get such a huge boner

>> No.1220034

>>1220025
Do want to see that. If we're going this way, there's also a giant Revenant in the mountain.

>> No.1220037

>>1219885

Here's where the thing came from originally:

http://www.nazi-lauck-nsdapao.com/nsdoomin.htm

And then here's where I ended up downloading it from since the links on the original site are all broken because master race cannot into computer or iwad vs pwad and how it relates to copyright infringement:

www.resist.com/racistgames/downloads/wp_game_ns_doom.zip

>> No.1220114
File: 620 KB, 1280x720, Screenshot_Doom_20131123_233713.png [View same] [iqdb] [saucenao] [google]
1220114

Still playing Scythe with Psychic. I NEVER ANTICIPATED THIS. MY BODY WAS NOT READY.

>> No.1220134
File: 2 KB, 265x455, MeatBall.png [View same] [iqdb] [saucenao] [google]
1220134

I tried playing the Steam version of Master Levels for Doom II, but it only has one new, really long level before going to the original game. Dafuq?

>> No.1220140

>>1220134
maybe you need this?
http://zdoom.org/wiki/Master_Levels_Menu_Interface

>> No.1220150

Does anyone have that fucking link of the dancing Revanents? Shit has never been the same since I saw it.

>> No.1220216

>>1219704
Some of these are breddy gud, I hope there are some doom 1 remixes lying around.

>> No.1220278
File: 937 KB, 160x240, 1325747210510.gif [View same] [iqdb] [saucenao] [google]
1220278

>>1219040
>>1219017
You might have done it by now but just in case not, there is this tutorial on how to scale down sprites.

http://realm667.com/board/viewtopic.php?f=29&t=2652

>> No.1220303

>>1220134

Apparently some things are missing from the Steam version
http://doomwiki.org/wiki/Master_Levels_for_Doom_II

>> No.1220309

>>1219971

Yeah I think so. I think we didn't expect that many of them to show up behind the spawn point.

>> No.1220310
File: 10 KB, 204x136, 1364913871833.gif [View same] [iqdb] [saucenao] [google]
1220310

>>1220150

>> No.1220312

>>1219278

I haven't Doomed for very long, but I'm still perfectly fine with vanilla Doom. Most of the actual levels are a bit tired for me but the graphics still look fine. I like some of the touches that ZDoom adds, but in the scheme of things I could live without the decals and nicer transparency effects.

I actually played with Chocolate Doom for a while because I couldn't get ZDoom to compile with FMOD and I didn't know that it could work with Timidity.

>> No.1220314

>>1220310
I want a patch wad that makes all revenants walk like that.

>> No.1220321
File: 2.43 MB, 251x185, 1316672168404.gif [View same] [iqdb] [saucenao] [google]
1220321

Seriously, fuck revenants.

I remember back in 08 playing Plutonia and I figured by the end of that I had exterminated every member of the entire revenant species.

To me they're a good monster, possibly even in an objective sense. Well placed at most ranges, durable and strong but not too tough but they're just so.....i dont think overused is the word, but they're almost alone in the niche they fill and there are no other stock monsters that do it as well that are the same size as they are. I feel they're a good case for using different/custom monsters.

When they are faced in hordes I feel like they become an entirely new monster in their own right.

>> No.1220327

>>1220037
>since the links on the original site are all broken

they're hidden. the last time I went to check their "games" section didn't included the WAD.

they either received flaming for it or chickened out

>> No.1220335

>>1220321
RGA2 have those wonderful revenants that on occasion revive as a different, usually stronger revenant, often while you are busy dealing with other revenants. Always fun when to see after running out of ammo

>> No.1220342

>>1220321
Speaking of monster use/balance, when should one use arachnotrons over mancubi? They're practically the same, save for a few things like speed and accuracy.

>> No.1220347
File: 34 KB, 400x350, artworks-000028185089-s519a6-crop.jpg [View same] [iqdb] [saucenao] [google]
1220347

I just had the most perfect plan. and oh man, I hope it works. Would you guys mind to cross your fingers for me? Do not worry, all the community will get benefited for this

>> No.1220348
File: 59 KB, 720x540, the fgc.jpg [View same] [iqdb] [saucenao] [google]
1220348

>>1220347
U wot?

>> No.1220349

[newproject]>>1220347[/newproject]

>> No.1220351

>>1220342
mancubi up close blocking you in, arachnotrons high up on far-off towers that are out of autoaim range.

>> No.1220358

>>1220348
>>1220349

do not worry, I'm not planning on doing "master trole" bullshit.

Spoiler: it's a new monster

>> No.1220359

>>1220351
But that's a really lame use of arachnotrons. I think they're the one monster that really could benefit from some decorate rebalance to make them more interesting to fight.

>> No.1220361

>>1220359
Make their plasma gun twist and twirl like a Dark Bishop, so it can get you around corners.

>> No.1220362

>>1220342
You might like this, it was a good read.

http://realm667.com/board/viewtopic.php?f=29&t=2339

Anyway, they fire differently for starters. Mancubi have a spread and shoot then move, Arachnotrons keep shooting as long as they see you, they also flinch very easily.

Mancubi might be better if you expect more strafing as arachnotrons fire straight at you. They also make for better turrets.

>> No.1220369
File: 709 KB, 1213x878, h.png [View same] [iqdb] [saucenao] [google]
1220369

>>1219519

Part 2 of the Doomfare. This one is pretty long but has a lot more going on, we power through some DOOM 2 levels for no reason and have fun under a door.

http://www.youtube.com/watch?v=peI6W1AYeVE

>> No.1220382

>>1220362
Great read, thanks. I think he should have mentioned that "roamers" work in very small spaces too, as long as they're A: labyrinthine and B: interconnected with multiple pathways. This allows chance to dictate what paths they take, and may allow even imps to kill skilled players.

>> No.1220519

>>1220114
It is just the beginning.

>> No.1220568

>>1220321
their projectiles are easy to dodge especially with crouching

>> No.1220570

>>1220369
What part will be the Samsara chunk? It was there when I joined.

>> No.1220573

>>1220150
this? http://couldntevaderevenantsfireball.ytmnd.com/

>> No.1220582

>>1220335
>RGA2
?

>> No.1220585

>>1220582
Real Guns Advanced

>> No.1220589
File: 119 KB, 1280x768, Screenshot_Doom_20131124_130943.png [View same] [iqdb] [saucenao] [google]
1220589

I hate this fucker so much.

>> No.1220604

>>1220568
but you have to pay attention to them to dodge them properly

other ones you move and that's that, revenant ones require more maneuvering

>> No.1220609

>>1220604
>but you have to pay attention to them to dodge them properly
well no shit, what else are you gonna tell me, the sky is blue?

>> No.1220612

>>1220568
>especially with crouching

thanks for the input, now I shall create a melee kicking animation for a custom revenant variant

>> No.1220614

>>1220609
i'm comparing them to projectiles from other monsters, mastermind
imp, baron, mancubi, arachnotron and cyberdemon projectiles dont home

>> No.1220613

So I will work on my first map.

What kind of map is better for someone who is beginning?

>> No.1220617

>>1220613
make a small techbase say the size of e1m1. keep it simple, don't try to use every feature ever.

>> No.1220619

>>1220614
The homing projectiles are the same speed as non-homing ones and they're pretty easy to dodge, you can circlestrafe a whole horde of revenants. Also arachnotrons fire in a much higher rate so you can't dodge them as easily as revenant's.

>> No.1220624

>>1220609
The sky may be.

>> No.1220625

>>1220619
you either suck at doom, dont play it much or cannot understand english

because the projectiles home they have to have a certain edge to them other projectiles dont, we're discussing monster differences

>> No.1220626

what's your geek code doom rating?

http://www.geekcode.com/geek.html#descent (that is not a typo)

everyone here should be at least D++

>> No.1220628

>>1220625
>you either suck at doom
>I suck for claiming Revenants' projectiles are easy to dodge
Okay.
> have a certain edge to them other projectiles dont
And said ''edge'' is countered by the fact that the projectiles are so slow, low-damaging and especially in low frequency, not to mention the homing is mild, it's nothing Vore-tier.

>> No.1220640
File: 13 KB, 313x326, revenant.jpg [View same] [iqdb] [saucenao] [google]
1220640

>>1220628
>And said ''edge'' is countered by the fact that the projectiles are so slow, low-damaging and especially in low frequency

Like I said, you dont play doom much.

>> No.1220641

>>1220640
...15% frequency is high now?

Look, if you were in a room with 4 revenants, it'd be much easier to dodge their projectiles than 4 arachnotrons, since their projectiles are so frequent it might as well be a stream and can corner you.

>> No.1220643

>>1220612
make it do a prized soccer kick, with proper knock back
an example would be the mimic from dark souls

>> No.1220648

>>1220626
>I crank out PWAD files daily, complete with new monsters, weaponry, sounds and maps.

how much free time does he fucking expect us to have

>> No.1220656

>>1220641
and if you were out in the open they're more dangerous because you have to keep moving to avoid their rockets even after they have stopped shooting

>> No.1220659

>>1220628
they are slow but they're not low-damaging, they have missile damage 10, the only things that beat that are rockets (20) and bfg (100)

for comparison imps are 3, caco/plasma/arach is 5, baron/mancubus is 8

>>1220641
it depends what the size of the room is, arachplasma is easy to avoid if you have the room to circlestrafe and you don't have to worry about lingering shots once they're dead

in my experience revenant missiles have a nasty habit of smacking into me when i'm least expecting it. you have to guide them into walls. arachplasma just has the edge in speed and preventing running back and forth through the stream.

>> No.1220660

>>1220626
>iD Software
>D+++ and D++++
Nothing to see here.

>> No.1220670

>>1220656
That would imply you'd ever have a good reason to stop moving out in the OPEN. Not to mention any wall or obstacle you find is good enough to make the missile collide.

Arachnotron's projectiles are nastier because as said before, they're so frequent they make a stream, they're especially dangerous if they're really far away as mappers like to put them since you can't make them go into their pain animation with ease (and thus stop the eventually-trapping stream) and you need to keep moving as well. Unlike revenants which you might as well ignore if they're not in the way and just in a monster balcony on the side like they're usually in.

>> No.1220682

>>1220670
i cant believe we're still having this conversation, check what >>1220659 said and on that note

>they're especially dangerous if they're really far away as mappers like to put them since you can't make them go into their pain animation with ease

arachnotrons flinch very easily for starters and in very large fights in large open areas revenant rockets are a hassle because finding cover to wait for it to hit is difficult if you have 100 other monsters to deal with

>> No.1220685

>>1220670
>Unlike revenants which you might as well ignore if they're not in the way and just in a monster balcony on the side like they're usually in.
ignore them at your peril

you think the fight is over and then 50 missiles hit you in the back of the head

>> No.1220705

>>1220570

I'm uploading that one now.

>> No.1220757
File: 14 KB, 933x417, inv.png [View same] [iqdb] [saucenao] [google]
1220757

Does anyone do coding here? I've no idea why script 1 doesn't work when puked. It compiles and everything..

>> No.1220767

>>1220757
Add "net" to the end after Open.

>> No.1220768

>>1220757
well i'm no expert but you are initialising pickuplist[0][1] to "1" (a string) but trying to compare it against 1 (a number) which in many languages is a type error

try changing == 1 to == "1"

>> No.1220772

>>1220768
or maybe acs has automatic type coercion like perl, i don't know acs at all...

>> No.1220809

>>1220768
>>1220772
Yay, it worked! Thanks a ton.

"pickuplist" is an array of every item one will be able to pick up. The first is it's ID, the second value determines whether you currently have it and the third is a descriptor.

The next step will be to create a 2x4 tile window displaying items you have, which can be scrolled up or down once you have more than 8. My plan is to use the item currently displayed in the first slot as a base, displaying the follow 7 ones with a non-zero value (meaning you carry them). This should make it easy to scroll up and down in the item list, right?

>> No.1220835
File: 47 KB, 1280x768, Screenshot_Doom_20131124_133530.png [View same] [iqdb] [saucenao] [google]
1220835

>> No.1220873

>>1220835
blinded by the liiiight

>> No.1220875

>>1220809
>The first is it's ID, the second value determines whether you currently have it and the third is a descriptor.
it might be worth changing the first two from strings into numbers then

>> No.1220917

>>1220875
How, um, do I do that?

>> No.1220930

>>1220917
i take it back, i don't know enough about the specifics of acs to give advice. please forget my previous post.

>> No.1220939

Why would anyone play Doom co-op?

The person who has the most knowledge about the map would just speedrun through it and kill every enemy.

>> No.1220947

>>1220939
Why would anyone play Doom?

The person who has played it before will just pick up the usual weapons and kill the same enemies.

>> No.1220951

Quick question:
Is there any way to use doom_fker in such way that it only replaces enemies at random, and not weapons? I want to use it together with psychic and the weapons thing would fuck things in a way or another.

>> No.1220952

>>1220939
Because a good co-op map had more enemies the more players you have. Like in Serious Sam.

>> No.1220959

>>1220947
>not having a buddy to bro-op random maps neither of you have ever played
You don't know fun anon

>> No.1220960

>>1220939
nah, in co-op i don't see the point of trying to get 100% kills. just charge to the exit as fast as possible.

>> No.1220969

>>1220947
There's so many mod maps worth playing, and so many mods constantly being made, that one never runs out of material. And besides, the game's encounters manage to almost always be interesting, through solid enemy/weapon/level design. It's a multi-part success of game design which makes Doom into an enjoyable experience.

>> No.1221015

>>1220969
while everything you said is true, you should realise that >>1220947 was a mockery of >>1220939

>> No.1221075

>>1220873
Wrapped up like a douche, another boner in the night

>> No.1221093

>>1220951
Delete the weapons and ALL references to said weapons from doom_fker.

If weapon resources are used for monsters in any way then you have to seperate those.

>> No.1221238

>>1220969
randomizer

>> No.1221365

>>1218628
the damn Cyber baron and the Dark Imp 3

>> No.1221381
File: 291 KB, 1280x1024, Screenshot_Doom_20131124_200231.png [View same] [iqdb] [saucenao] [google]
1221381

>> No.1221382

>>1219443
that would be the revenant without armor and a third arm,the rest would be just texturing

>> No.1221384
File: 277 KB, 1280x1024, Screenshot_Doom_20131124_200312.png [View same] [iqdb] [saucenao] [google]
1221384

>>1221381
;_;

>> No.1221389

>>1220026
damn,what if that giant buried cacodemon is the real monster from DnD that inspired the cacodemon
>Pain elemental+cacodemon spawn shot
>blasts are as powerful as Baron of hell blasts
>considering SCIENCE that thing has mech parts and it has revenant weapons and plasmagun from DooM 64 spiders[the ones that shot dual plasmablasts]
>when he dies he explodes like a BFG blast then spawns like 200 lost souls

>> No.1221434
File: 236 KB, 640x480, Screenshot_Doom_20131124_183453.png [View same] [iqdb] [saucenao] [google]
1221434

So

>> No.1221441

>>1221434

>that feel

>> No.1221448
File: 2.08 MB, 625x353, anigif_enhanced-buzz-19568-1381039543-0.gif [View same] [iqdb] [saucenao] [google]
1221448

>>1221434

>> No.1221531

Imagine you are a human when suddenly you catch on fire, you turn around and see fiery being. Before you can fight back, you're already dead

>> No.1221542

>>1221531
>Imagine you are a human

WHOAWHOAWHOA, what the fuck are you talking about?

>> No.1221545
File: 128 KB, 300x300, shen koorwah.png [View same] [iqdb] [saucenao] [google]
1221545

>>1221531
>Imagine you are a human when suddenly you catch on fire, you turn around and see fiery being. Before you can fight back, you're already dead

>> No.1221548
File: 15 KB, 500x500, skeleton 547568.png [View same] [iqdb] [saucenao] [google]
1221548

>>1221542
He's nuts, man.

>> No.1221557

>>1221542
Obviously hell has internet and Archviles can post on /vr/

>> No.1221567 [DELETED] 

>>1221542
Maybe he's an otherkin with the internet

>> No.1221573

>>1221567
I'm really a skeleton on the inside

>> No.1221578

Any good short campaign wads? No single maps, just short good campaigns.

>> No.1221580
File: 116 KB, 523x536, otherkin.png [View same] [iqdb] [saucenao] [google]
1221580

>>1221567

>> No.1221587
File: 163 KB, 329x353, hipster revenant finds doomguy&#039;s kid.gif [View same] [iqdb] [saucenao] [google]
1221587

>>1221573
My final form is an Imp with double D tits and horns

>> No.1221594

>>1221578
Zen Dynamics.

>> No.1221606

>>1221594
>Zen Dynamics.
Thanks, got any more? Or you know a place where I can find more?

>> No.1221634

>>1221578
Dark 7
Mission Pack
License to Spell Doom
Doom Resurrection
The Darkest Hour
All Hell is Breaking Loose
AOD-DOOM
Phobos
Earth
Hell Factory
Zanzan
Twilight Warrior
Doom Caribbean: Life's a Beach

>> No.1221638

>>1221578
Demons of Problematique 2
Lunatic
Equinox
Going Down
Mandrill Ass Project
UAC Ultra
Suspended in Dusk
Vanguard

>> No.1221639

>>1221638
>Equinox
>short

>> No.1221640

>>1221639
>13 levels
>not short

>> No.1221647

>>1221434
I don't see you guys announce servers too much anymore. Surely it would increase traffic.

I say this because I spend 5000% more time in the Doom thread than I do on Doomseeker.

Won't you accommodate us non-NEET plebeians? I love you guys.

>> No.1221650
File: 143 KB, 800x600, HHuU4uH.png [View same] [iqdb] [saucenao] [google]
1221650

>> No.1221658

>>1221647
It was a lan server, sorry. And yes, I have "waiting for server" issues when I play on lan. I was hosting.

>> No.1221665

>>1221650
>startan2 background

doomgan ronpa
where you must elicit help from monoromero to fight the icon of despair

>> No.1221667

Remember, guys, page 5 and I create the next one.

>> No.1221686

I want to play a short mission wad (I will use the sugestions of >>1221578) with fker, any sugestion of a good wad that adds something to the game, like a little new mechanic or something like that?
>>1221381
How is wad thing called?

>> No.1221689

Continuing making progress with scripts. It's pathetic how smart this makes me feel, absolutely sucked at math throughout all of school.

Coming up with ideas that actually manage to work is *very* satisfying.

>> No.1221703

>>1221686
Sonic Doom.

>> No.1221707

>>1221686
Are you blind?
>>1221634
>>1221638

>> No.1221713

>>1221686
> any sugestion of a good wad that adds something to the game, like a little new mechanic or something like that?
DBZone

>> No.1221850

Oh fuck it's time

Making the new one

>> No.1221880

>>1221878

GET IN HERE, OR GET LOST IN THE TRACK